Комментарии:
In new Blender Versions "slide" Brush is much faster
ОтветитьNo matter how you follow tutorials, nothing works.
Ответитьso now you do have the workflow where you add parent hairs, then add an interpolate hairs modifier/geometry node
The development has moved on a pace since this was posted
you can also do region control type maps for the clumping modifier. i am still not 100 per cent happy with this system as I spent a long time
getting good at the particle hair stuff, but I am sure it will be getting more updates
my biggest beef is that you can ony sculpt the parent hairs, not the child hairs like you can in xgen
This was extraordinarily easy to follow. Thank you!
ОтветитьDoes anyone know if this hair will be able to be used in unreal 5?
Ответитьthank you very much!
Ответитьhow do you rig with the new hair system?
ОтветитьIs there a way to reuse the curves that created to make stylized hair via a curve and a bevel, to convert it to this new hair system?
Ответитьdude you ... just imported another file and used those nodes.... not helpful.
ОтветитьThey’ve already advanced the tool SO much in 3.5 and still even more in 3.6.
As of this video, they didn’t have interpolation and guides, but now you have those and other things like braiding and curling and more in 3.5 and in 3.6 they’ll do dynamics for physics.
But yea, 3.3 is a good start for it, but 3.5 and 3.6 add more of what was missing in the first iteration
Do you know what might be preventing my hair to not comb from the roots? It only comes about half the hair not the bottom we’re the roots are.
ОтветитьCould one increase the depth of hair and use it as hair cards?
ОтветитьThe hair isnt working for me.
it will not allow me to add hair on mesh and i have a uvmap
it tells me that i need uv map i dont know what to do
ОтветитьThis is really promising. But as an artist, I would like to have access to more Geometry Nodes easily.
Ответитьis there any way to animate the hair??
Ответитьthanks for the tutorial! how do you prevent the hair from going through the head mesh?
ОтветитьHow can you copy hair curves for one model to the copy of that model?
ОтветитьVery helpful!
ОтветитьThe first couple of parts were easy to follow but by the end, I think I’m more confused about Blender Hair than before 😂 💀
Ответить:DD
ОтветитьCombing in sculpt mode is so weird. Why not use guiding curves, just normal curves
ОтветитьCan you Plzzz do an elaborate tutorial on Blender UDIM workflow? Your tutorials are Awesome and easy to understand, Always...Thank you.......
Ответитьsorry dont understand how does it know what object to paint on, i got nothing on my model
Ответитьcoment
ОтветитьGreat video, but honestly, all I heard was what an incomplete and work in progress system this is, with (as usual for Blender) no UX thought behind it at all. Will check back again in a few years…
Ответитьwhat do we have to take out of the Einar project to clean it up like you did?
ОтветитьHonestly, I found that the new hair system have little to no weight on my potato that I call a PC, while the old hair system was like HEAVY, REALLY HEAVY barely usable. It's also absurdly easier to control and to actually get the hair done.
I'm moving on to the new system and mostly not looking back at all, except to some little tricks only possible over the particle stuff, like curly hairs with custom curve shapes.
Okay as of 3.3.1 on Windows, when you add empty hair object it goes to the last selected or the active object.
Ответитьhello, what is mean 'invalid uv map : uv island must not overlap' i can not put hair on my sculpt btw :(
ОтветитьI can't find a very detailed tutorial about the making of realtime hair cards, mainly for game engines. It seems every tutorial I find is a little different, not just the process, but more importantly the format of the product. I want to learn to make the industry standard hair cards, with anisotropic reflection (highlight), that is compatible to most game engines, but I can't seem to find a proper tutorial, either free or paid. I've wathed many tutorials about hair cards so far, but still can't find out what texture maps are need to be baked besides the basic ones. Can you guys please make one?
ОтветитьAs usual, amazing tut!!! Very happy ur teaching this, cause this new hair system alrdy giving me so much trouble :(
for example... how to export it with the UV coordinates so the map you created in Substance matches the colors once that alembic is in UE5?
If you know of ANY WAY to get the maps into UE5... or in blender for that matter, pls give some advice. I'm stuck over here :(
Hello, how did you manage to separate these geonodes? Thanks
ОтветитьHow to change points per curve on already existing hair?
ОтветитьNice overview of new hair system (which is far from finnished feature)...few thoughts which might help, first turn off "outline" in shading menu of the viewport for better readibility, second temporarily turn off "surface deform" modifier on the groom mesh...will help with performance problems! you can turn it on afterwards
ОтветитьI'm a little confused between the count number and the density brush. Are they about the same thing? Both of them are adding hair in an area although density tells you where it will plot the hair while the count seems a bit random. If you have a count of 3 and a large cursor - what's the logic for placement of 3 hairs within that cursor?
Ответитьhow did you export all of the geo nodes?
Edit: nvm, I found it, for anyone not familiar with the append feature (which is me), all you have to do is click append and choose the einar .blend file
I've noticed the slide brush's performance is really great with the mouse, but not with the tablet. Even with a lot of hair.
ОтветитьDude, a suggestion: I (and many other people) NEVER found a good tutorial or course that teaches how to make good feathers in Blender. I'm not referring to individual feathers, but using Blender's hair system to create a bird's feather, for example. It would be a great addition to your channel, especially with this new hair system. Congratulations on the work!
ОтветитьThis system feels half baked
ОтветитьWould you guys say that Xgen is still the superior hair generator? I’m seriously considering learning maya just for Xgen
ОтветитьDoes blender have a way to bake hair to hair cards? If not, that would be a great add-on.
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