HairTG - Hair & Fur, procedural hair/fur texture generator - MASTER THREAD

OlivierLau
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Hair & Fur is hair/fur texture generator for Substance Designer 2019.2 or above, it supports straight/wavy/curly hair, braids, various colorization modes, depth profiles, PBR map outputs, tiling tools and is provided with samples/templates/presets + a 80 pages illustrated User Manual. 

HairTG - Strand
, is a free, limited version of the tool demonstrating some of ifs features, it is now updated to the 2.1 core.

For a list of features and where to get the tool, please check the Hair & Fur website and these posts:
You may also check the Teaser video.

The following tutorial videos are available:
Part 1: SD intro, basic Hair & Fur concepts and output maps
Part 2: Hair & Fur parameters continued
Part 3: Colorization
Part 4: Tiling and map usage in Toolbag and UE4
Part 5: 7 hair design examples

Feel free to use this thread for questions/support!












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  • OlivierLau
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    OlivierLau triangle
    I've released a small update addressing a few issues in the 1.2 release, 1.2.1 release notes are the following:

    • Updated all graphs to Substance Designer 2019.1.0: make sure to use this version to open the sbs demo files (sbsars are still compatible with the previous version).
    • HairTG – Tiler template graph HairTG-Tiler-demo.sbs has been rebuilt for better organization and performance. There are now visualization nodes at each output of each hair clump as well as resolution reduction before entering into the Tiler nodes which greatly improves performance of the latter. The new graph also outputs a Normal map if needed.
    • All sbsars have now proper icons for showing up into the Library.
    • Tiler packages have been updated so the graph contained into the sbsar package can now be dragged from the Library into a user graph.
    • Documentation update, in particular regarding the new Tiler sample graph.

    There are cool new features planned for the coming months for the Hair Clump Tool so stay tuned!
  • OlivierLau
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    OlivierLau triangle
    I am updating this thread for the 2.0 release of Hair & Fur, new name of the Hair Clump Tool. Please check the main post for new video, screens and details!
  • Justo
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    Justo interpolator
    Thanks for updating these threads Olivier. Your works looks very interesting :)
  • OlivierLau
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    OlivierLau triangle
  • oraeles77
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    oraeles77 polycounter lvl 2
    what version of SD is it compatible with?
  • OlivierLau
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    OlivierLau triangle
    oraeles77 : this is for Substance Designer 2019.2 (current version), good point I will add this to the description.
  • OlivierLau
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    OlivierLau triangle
    Hair & Fur has now tutorial videos, 4 hours over 5 videos where I cover most aspects of the app, including creation of various hair designs and usage in external applications. This tutorial is friendly with non Substance Designer users, the few concepts to know about it are explained in the introduction and sometimes along the videos as needed.
    Part 1: SD intro, basic Hair & Fur concepts and output maps
    Part 2: Hair & Fur parameters continued
    Part 3: Colorization
    Part 4: Tiling and map usage in Toolbag and UE4
    Part 5: 7 hair design examples
    Enjoy!
  • OlivierLau
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    OlivierLau triangle
    Hey Polycounters (!), quick message to let you know my products including Hair & Fur are 30% off on Gumroad for the Black Friday week until next monday using code blackfriday19. I also recently released two plugins for Substance Designer, Global Search and ParamCopy which can help in your workflow. Check out all these at my Gumroad page!

  • OlivierLau
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    OlivierLau triangle
    Here are a few things I am working on and that will come next in an upcoming version of Hair & Fur:
    Infinite Hair in Freestyle mode (i.e. the version of Hair & Fur where you can manipulate control points in the 2D view) is joining the tip and root of each hair strand to make it continuous. This is helpful to design hair buns or any other type of very curvy hair design you don't want to have segmented because of the hair cards geometry. Using stray hair and random lengths, it is possible to mix up infinite hair with non infinite ones as shown in the below video.

    Hair & Fur will for the first time include a Substance Designer plugin to help quickly design and set up hair clumps in various manners. The below video shows the automatic tiling graph creation. We open a dialog box from where we define how many hair clumps we want to tile (rows/columns) into a single set of PBR textures, as well as the types of textures we want plus other options, the plugin then creates the tiling graph with the instances of Hair & Fur and the Tiling Substance, all pre-configured. All what's left to do is design the hair clumps!

  • OlivierLau
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    OlivierLau triangle
    HairTG - Hair & Fur next update will for the first time go beyond texturing and into the 3D world :) Actually I have been experimenting with hair card grooming and well, it took me some time so I thought I could do a tool to automate some parts of the process in Blender. This was actually unexpected but well, it turned out to be very useful to me so why not including it into the Hair & Fur package? So, next version of Hair & Fur will be delayed by a few weeks but will contain a Blender 2.8x addon which can greatly speed up the hair card generation and positioning workflow. Let's go over the main functionalities.


    Automatic hair card UV generation

    This one has been a great time saver to me, with this feature you will be able to generate hair card UVs from the hair card meshes positioned over a reference mesh. The reference mesh holds the global texture containing all the card textures, just position your card meshes over it, click a button and your cards are UVed.

    Hair card folding

    Hair cards are flat by nature, so folding provides them some thickness when viewed from the sides. The addon will let you fold cards using three methods, fixed, random and curved, which can be applied from a flat state or from the current folding state, which means folding operations can be combined (the below video doesn't demonstrate all this as it was made after an early implementation of the folding). The tool will also let you quickly set the mesh origin at the hair root as well as center the cards at (0,0,0).

    Hair card combination

    Whereas folding makes cards less flat, combining cards provides them with an even better aspect when seen from different angles. The addon will let you combine sets of 2 or 3 cards with 4 types of combinations for each.


    Hair card population from 3D particle grooming

    Finally, another great time saver is the ability to assign hair cards to a 3D particle hair grooming. Basically you'll use the regular Blender particle hair grooming feature, then convert these particles into a mesh (a native Blender feature). The addon will then let you convert this mesh into independent curves for which you can choose the naming scheme and container collection. The addon will pick cards from a card pool of your choice and generate hair cards from that pool assigning them the curves previously generated. The generated cards then just need to be moved up on the Z axis so they jump onto the curves and adopt their shape. Curves can then be edited independently to refine their position and shape along with the hair cards supporting them. The operation can be repeated for multiple layers so you can populate different areas using different card pools.


    The tool will also provide some convenience utilities such as:

    • duplication of cards without duplicating their material and moving of the copies into a specific collection.
    • material assignment/removal on a set of cards.
    • renaming of a set of objects with a suffix and/or prefix.


    That's all folks,  the next update of Hair&Fur including the add-on should land around February if all goes well!

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