so i got so far on this , but as with xgen I want to make a distinct parting , but the clump modifier tries to push together the hair guides either side of the parting. I guess there whould be a way to use a texture map to do some kind of region control map. Any ideas? I did try a black and white texture map for the…
@Ruz these are using default blender hair nodes right? I found them bit convoluted, so In HT I have rewritten them from scratch, and I do not have these issues (at least I did not encounter it for tenths of hairstyles I made). Nice hair and character btw.
yes these are the default hair nodes , using version 3.6 of blender. I am sure there is some way to fix this stuff, but this system is still in Beta so they might have it covered( hopefully) TBH I still prefer sculpting with particle hair, then converting afterwards( either to hair tools or now the new system). I just…
@JoseConseco so I have had a lot of fun using the new hair tool, but have a few issues. For example i converted particle hair to curves , then added a profile , then hair setup node. I can then use most of the hair tool system, but on some of them, the slide tool does not work. it will only let me slide some of the guides…
ok so I found a solution, does work reasonably well, but still you havre it where the clumps can't quite decide which side of the parting to lie https://blender.stackexchange.com/questions/296891/sheeps-wool-type-hair-clumping-and-parting-with-geometry-nodes-blender-3-6 so yeah its similar to region control maps in xgen,…
I went back to paticle hair for styling. I guess whichever way you style the guides, its not for the faint of heart. But I have got used to styling with particle hair and the good thing is I can convert it to geometry nodes hair afterwards, either convert the parent and child hair or just the parent if I want to layer it…
@Ruz - sliding points is the way I do it too, see vid: https://youtu.be/6r5zUOxpO7c?t=987 This is the only way to get more organic hair split line. The disadvantage is though, you have to convert fully procedural hair to 'real' curves thus you loose some ability to tweak e.g. their density. How do you select store…
As dev of Hair Tool, I know that making hair with split is pain. The way It is solved in blender geo nodes, was to use loose mesh island for parting of hair (no need to paint texture, or vert group). I used this method in Hair Tool - you just cut or split edge, and this creates parting. You can repeat this to get smaller…
Lol, I like Chromatic abberation, it's my new plaything like lens flares in the 90's :) I may tone it down a bit, but it does help focus the viewer on certain areas and hide the crappier bits. yeah I agree with your points, producing hair is a 'really' painful process, makes me lose a lot of sleep. I spent maybe 4 years…
@Ruz - I think you do not linked the new curves linked to source mesh (scalp) - if so you should see error in 'Surface deform' modifier "missing rest position" or something like this. Try: select curves, then source mesh: ctrl+P -> attach to surface. Blender needs this for some operations. Btw. I do not get notifications…