Hair Simulation with the new hair system in Blender | 3.6 and +

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  • Опубликовано: 7 сен 2024

Комментарии • 71

  • @Varamthir
    @Varamthir 10 дней назад

    Amazing setup! Helped me with simmulating full on spartan helmet hair with the proxies. The result is amazing and so epic! I adjusted the Pin group so that more of the hair segments are pinned to achieve this "stiff look", and so that only the tips of hair are moving with animation and physics. Thank You for this video!

  • @jollyroger357
    @jollyroger357 5 месяцев назад +4

    I feel like I've been looking for ages on a good way to make the geonodes hair controllable by an armature! Thanks for this

  • @Awesome3D
    @Awesome3D 8 месяцев назад +1

    Thanks for the amazing tutorial! I've been trying to figure out how to do this!

    • @rakenval
      @rakenval  8 месяцев назад +1

      You're welcome ! :)

  • @mengqinu3236
    @mengqinu3236 8 месяцев назад

    Thank you very much for sharing, I had no success using hair dynamics before you

    • @rakenval
      @rakenval  8 месяцев назад

      You're welcome ^^

  • @STILLTHINKING656
    @STILLTHINKING656 8 месяцев назад

    yooo. awesome and helpful. thanks bro, imma wait for your next content. cheer up!

    • @rakenval
      @rakenval  8 месяцев назад

      Thanks, I'll resume posting videos after the holiday period ^^
      Cheers!

  • @rizwanzaman1793
    @rizwanzaman1793 9 месяцев назад +2

    Hi, I have two questions:
    How did you make the skin texture? It looks really good! Was it texture painting?
    Can you texture the hair to change its color/make it stylized?

    • @rakenval
      @rakenval  9 месяцев назад +1

      Hi ! Yes, the skin is hand-painted.
      As for the hair, the color can be changed since it's made with a color ramp. You can even play with the Curve Info node to get strands of different colors.
      I'm not sure what you mean by making it stylized, but stuff like specular and translucency can also be tweaked to obtain different styles. It's fully procedural (but using textures is possible) ^^

  • @baisa089
    @baisa089 9 месяцев назад +1

    Hello, I'm particularly interested in how you made your hair texture? This is my favorite stylized character's hair effect, and I want to make similar anime characters.

    • @baisa089
      @baisa089 9 месяцев назад

      Thank you!

    • @rakenval
      @rakenval  9 месяцев назад +4

      Hello ! It was inspired by the tutorial on Lightning boy studio' channel, if you want to make anime characters you should definitely check their channel out !
      You can also get a similar shader in the free demo file I put on gumroad (the blond hair)
      Glad you like it ^^

  • @pillarsong7351
    @pillarsong7351 3 месяца назад

    I LUV YOU!!!!!

  • @cahyaaa
    @cahyaaa 4 месяца назад

    hi rakenval, i use this method for animating the hair. but when render in cycle. the hair always been off or messed up.. is this problem happen for u too?
    i try evee, and it render like normal only in cycle it became messed up..

    • @rakenval
      @rakenval  4 месяца назад

      Hey ! Sadly I do not use Cylces so I wouldn't really know, but it's weird though, I don't think the render engine should be affecting the simulation...What do you mean by "messed up" ?

  • @applebottoms881
    @applebottoms881 9 месяцев назад +1

    Do you also have a detailed tutorial on how you made the hair using the new hair system as well?

    • @rakenval
      @rakenval  9 месяцев назад +3

      Not yet, but I could make one soon👍

    • @applebottoms881
      @applebottoms881 9 месяцев назад +2

      @@rakenval That would be great! Looking forward to it !!!

    • @rakenval
      @rakenval  9 месяцев назад +3

      Would you prefer to see the exact same haircut as in the video or some other hairstyles ?

    • @applebottoms881
      @applebottoms881 9 месяцев назад

      Making a tutorial on the same hairstyle is preferred as it will go well with the current video. However, it is totally up to you as it is your channel :)

    • @rakenval
      @rakenval  9 месяцев назад +3

      Okay okay, I'll probably make two or three anyway ^^

  • @user-gu5hs8nr3w
    @user-gu5hs8nr3w 4 месяца назад

    Thank you for great tutorial! I tried this but I have a problem.
    Even if the number of hair curve segment is 8, I converted hair curve to mesh then the number of mesh vertices is huge number (over 80)
    Do you know how can I solve this?

    • @rakenval
      @rakenval  4 месяца назад +1

      Yes, I do not know why this happens, but the fix is to resampke the hair curves to the correct number (in your case it would be 8), by using and applying a Resample Curve node
      If you convert right after applying the issue shouldnt occur

  • @travissullarts
    @travissullarts 3 месяца назад

    This tutorial is awesome! But Im trying to apply this to the tail of a character, the fur is squirrel like. I dont need cloth sim, I just want the hair to move well with the tail so I only have a proxy. I have the proxy with a surface deform on it thats connected to the body, but when I move the tail rotationally, the hair moves WAY to much now lol. Ive been trying to find what is causing the issue and I think it has to do with the set position node thats in the follow proxy. Do you happen to know how to fix this? Thanks =)

    • @travissullarts
      @travissullarts 3 месяца назад

      I think I may have figured it out. Not sure if its the correct fix. But what I did is, I made all the vertices 100% weight painted on the Root Vertex and rebinded the proxy to the body with no vertex groupings on the surface deform, and decreased the strength. The proxys wont follow exactly with the mesh, especially if you have the strength very low, but it seems to do the job.

    • @rakenval
      @rakenval  3 месяца назад +1

      That's weird
      The Set position node is supposed to override previous transformation/defomation affecting the hair curves
      Is the proxy also affected by an armature modifier, and to which object is it parented to ?
      I Know having an armature after a surface deform can cause double transformation issues, but apart from this I don't have any other guesses
      It should be 100% possible for the fur to follow the tail correctly

    • @travissullarts
      @travissullarts 3 месяца назад

      @@rakenval So the fix I stated above caused some more issues. But without the fix I currently have just the surface deform target to the body with a strength of 1. The proxy curves seem to follow the tail without any issues. But the children seem to go way out of control. Should I use an armature modifier instead?

    • @travissullarts
      @travissullarts 3 месяца назад

      Ok, so I made a few mistakes and also corrected a few problems. Main problem was that the follow proxy wasn't underneath the surface deform. I fixed that, but it caused another issue. The guides would move with the tail, but the children stayed in place. To fix that, I had to disable Surface Rest Position in the Interpolate Hair Curves Modifier. Then after that, add a Surface Deform in the proxys with the default settings, Target the Body and then bind.

    • @rakenval
      @rakenval  3 месяца назад +1

      Glad you resolved it, well done 👍
      The Interpolate Hair modifier can be a bit tricky to work with sometimes

  • @Animal3DStudios
    @Animal3DStudios 3 месяца назад

    Nice! But after applying the create roots group modifier I get "Evaluated geometry from modifier does not contain curves"

    • @rakenval
      @rakenval  3 месяца назад

      That's weird 🤔
      Are you sure you applied the group before extruding the lines into thin planes ?

    • @Animal3DStudios
      @Animal3DStudios 3 месяца назад

      @@rakenval forgot to convert the proxy mesh thanks.

    • @Animal3DStudios
      @Animal3DStudios 3 месяца назад

      @@rakenval I don't know what im doing wrong, but when i press the play button in the timeline, nothing happens

    • @rakenval
      @rakenval  3 месяца назад

      make sure you extruded the proxy into planes and that the cloth sim is enabled and using a proper pin group
      It's kind of hard to guess the issue just like that ^^'

    • @Animal3DStudios
      @Animal3DStudios 3 месяца назад +1

      @@rakenval I fixed it! I extruded it from the side view and not in the x/y axis (by pressing z at the same time as e)

  • @cahyaaa
    @cahyaaa 5 месяцев назад

    can i kiss you? thank u so much for the tutorial man.. i learned a lot from this video

  • @eugenekrutoy1475
    @eugenekrutoy1475 8 месяцев назад

    Раньше можно было просто кнопку нажать. Dynamic hair. (

    • @rakenval
      @rakenval  8 месяцев назад

      Ye, I'm hopeful a similar simulation option will be added to the new system eventually

  • @drewh9717
    @drewh9717 4 месяца назад

    The proxy method doesnn't seem to work with rigged meshes too well

    • @rakenval
      @rakenval  4 месяца назад

      I suppose it depends on how you're using the proxies
      I haven't explored using it for fur or stuff like that very much so I suppose you could run into some issue there
      but for haircuts I don't have any problems with my charas (the scalp mesh isn't deforming so it easier)
      May I ask what is the issue more precisely ?

  • @user-fj8rs5eo2g
    @user-fj8rs5eo2g 5 месяцев назад

    sir,i got a problem that surface deform target contains invalid polygons,buy why?

    • @user-fj8rs5eo2g
      @user-fj8rs5eo2g 5 месяцев назад

      never mind ,figur out, thank your sharing

  • @enterchannelname2508
    @enterchannelname2508 5 месяцев назад

    Is there any way to make the proxy move with an armature? If I move an armature the hair follows, but the proxy stays behind. Is there anyway to constrain the roots of the proxy to their initial location in relation to the mesh? Similar to how the hair system's roots stay with the mesh?

    • @rakenval
      @rakenval  5 месяцев назад

      Proxies should be parented to either the character or the scalp mesh
      That way they should follow along
      But if you have cloth sim enabled and are moving the character after the sim was baked, it won't follow because the bake overides evrything

    • @Michael-md1zj
      @Michael-md1zj 2 месяца назад

      @@rakenval Yeah i'm having the same problem

    • @Michael-md1zj
      @Michael-md1zj 2 месяца назад

      I figured it out. With the proxy material, you'll want to add an object constraint. Select 'Child Of,' then set the target to be the armature and the bone to be the head.

  • @stephenjetwynn9312
    @stephenjetwynn9312 7 месяцев назад

    Hi - how well does this hair method translate to other programs like Unreal 5?

    • @rakenval
      @rakenval  7 месяцев назад +1

      I'm not sure actually...
      I know you can export the curves as an alembic file to import it into Unreal, but past that step, its quite hard to get them to look the same as in Blender. The shader and the thickness of the strands is hard to replicate there. Not sure Unreal has hair tool similar to the hair modifiers either
      That being said I'm not very experienced with Unreal

    • @stephenjetwynn9312
      @stephenjetwynn9312 7 месяцев назад

      @@rakenval Thanks for the feedback! It's greatly appreciated!

  • @navich3416
    @navich3416 3 месяца назад

    how to bind this to rig?

    • @rakenval
      @rakenval  3 месяца назад +1

      For a hair groom, parenting it to the head bone of the rig should suffice
      For fur it's trickier, but a surface deform modifier seems to be a good option

    • @Animal3DStudios
      @Animal3DStudios 3 месяца назад

      @@rakenval Surface deform wont use concave polygons :/

    • @rakenval
      @rakenval  3 месяца назад

      Add a triangulate modifier to the target, do the binding, and then remove the triangulate

    • @Animal3DStudios
      @Animal3DStudios 3 месяца назад

      @@rakenval you have been extraordinarily helpful, thank you.

  • @Michael-md1zj
    @Michael-md1zj 3 месяца назад

    do i create a root group node for the proxy mesh or the hair curves?

    • @rakenval
      @rakenval  3 месяца назад +1

      for the proxy, since it's the one you're going to work with for simulation and / or rigging

    • @Michael-md1zj
      @Michael-md1zj 3 месяца назад

      @@rakenval Okay whenever i add the cloth physics the mesh just falls off the head it doesnt stay attached to the head

    • @rakenval
      @rakenval  3 месяца назад +1

      @@Michael-md1zj Are you sure the root group is entered as the Pin vertex group in the cloth settings ? And if so, make sure the vertices at the root of your strands are assigned to the group with a value of 1

    • @Michael-md1zj
      @Michael-md1zj 3 месяца назад

      @@rakenval what do you mean root group is entered as the Pin vertex group in the cloth settings? As soon as i select the cloth physic the hair just falls and any adjustments i do in the cloth settings does nothing to the hair. What group are you talking about that the vertices need to be assigned to? I thought if you create the group root geometry node you can skip the selecting the root vertices that you did at 2:23

    • @Michael-md1zj
      @Michael-md1zj 3 месяца назад

      @@rakenval well idk why but its working now i guess when you press play itll snap right onto the sphere for whatever reason. I did go into the cloth setting and added the pin vortex and also added the collision physic to the sphere.

  • @Gabi-nn6xu
    @Gabi-nn6xu 7 месяцев назад

    can this be applied to hair cards too??

    • @rakenval
      @rakenval  7 месяцев назад +1

      Yes, you don't even need proxies with hair cards, just add simulation direclty to them ^^

    • @Gabi-nn6xu
      @Gabi-nn6xu 7 месяцев назад +1

      oooh that's great, THANK YOU@@rakenval

  • @aminuteofhappiness6852
    @aminuteofhappiness6852 4 месяца назад

    Good tutorial but it's way too fast.

    • @rakenval
      @rakenval  4 месяца назад

      Sorry to hear that, I'll try to be careful with future ones

  • @allenmeyer2912
    @allenmeyer2912 8 месяцев назад

    Promo sm