.. that is something i really hate.. I Mean it is hard enough to use geometry nodes if you can not understand how they really work. But changing the names of nodes every few months on an upgrade is at least trolling. Thanks for telling the name.
for people following this tutorial: 1: you must apply an edge crease to one of the far edges on your guide geometry. the edge you mark will be the 'root' of the hair and is perpendicular to the direction the hair flows. 2: you must turn off visibility for the original guide geometry, otherwise it will not appear to be deleted. 3: in recent versions of blender the "equals" node does not appear in a search. it is now part of the "compare" node.
This is literally amazing 🤩 Thank you so much for sharing! People probably already know this but this video is only part of the process. The tutorial part starts with a grid plane that has been creased on one side to dictate where the roots of the curves lie. This doesn’t get demonstrated here in this video so if you are looking to try this out go to this video’s description for a more thoroughly put walkthrough. Also as a disclaimer, this process doesn’t work for 3.5.1 (the newest version), I’m assuming this tutorial was done on 3.5.0. I’ve learned all of this the hard way and I hope no one else has to but I’m still extremely grateful regardless.
This is amazing and it's free I just can't believe it. Thank you for sharing this Geometry Nodes Hair Generator. Do you think you can make a full video tutorial starting out with a new Blend file and appending the Geometry node you provided us, to how to draw hair on the base of the character? I am able to draw on the file you provided us but I can't figure out how to set it up so I can draw hair for my character's base.
File > Append > NodeTree, append everything Add a hair curve, in the modifiers assign the Hair geonode If you want to use another "Guide" collection, modify the Hair node in the beggining with a Group Input and attach to the collection in the Collection Info node inside Hair (top left)
This is exactly what I need to do...which makes it all the more aggravating that there's no narration. There's no way I'm going to try and follow this by sight alone.
If anyone has tried or are planning to try to animate this hair just know that the noise textures will not work because as the hair deforms the texture coordinates change causing the hair to look like it’s blowing in the wind as it animates.
ugh...can i just say I really wish they didn't have to use NODES for freaking hair.... I'm dyselxic and this stuff drives me insane because of how many different things you have to know and do for it. I wish there was a way to do it whiteout having dang nodes then again I normally just make my characters have mesh hair anyway, only reason I roll my eyes to this is because my "boss" who I work temporarily for wants this sort of thing that drives me insane.....
sorry, i'm new to blender, i saw how you made the nodes, but i have a question. how to make the hair draw like in the first seconds of the video using the pencil tool?
You create a Bezier Curve object, then you go into Edit mode, then you use the Draw tool (on the left side of the screen). You should change it from Cursor to Surface, and you can also adjust some of the other tool settings as well.
Awesome setup! The results are beautiful 😍 But I have a question... Can this be used to create stylized (Anime/Cartoon) hair and convert it into mesh or hair cards? If so, could you please make a tutorial about it? Thank you 😊
this is really cool, thank you for sharing with us! i was wondering, is it possible to have it fill in with curves for when the geometry is a cylinder/cone shape? it'd be incredibly useful for stylized hairs for putting in hair spikes. thanks for your time!
I realy like this method and its results. I would like to use this as you showed in the beginning where you draw the hair, but I cannot get the nodes to work on a curve, probably because I cannot add hair first.
Have you tried the “Interpolate Curves” node introduced in Blender 3.5? This is a key ingredient in constructing the bundled hair assets node groups, but you can also use it on its own.
I'm very new to geometry nodes. I followed the tutorial and went through the breakdown but nothing is happening. My plane is still just a plane. Any ideas on what I'm doing wrong? I'm in blender 3.5
I feel sooooo stupid. I read all the comments and try my best. But I still do not understand how to use it. I use Blender 3.5 Does someone have won this addon? It looks as magic
HI i love this so much i downloaded it from gumroad and read the articel but i dont understand how i can use this for other projects or save the node... maybe u can help me out ^^
This is cool! How did you have the crease edge data to assign on Named Attribute? I try to add crease value 1 to all the edges to make the Named Attribute have the option, but once I add the delete geometry node, nothing happens. I figure you have some edge data in the plane that makes the difference. How can I do the same as you?
@@Epic-FX I had the same issue (mesh is creased) and found out I didn't select the mesh in object info node, after I do that the option "crease" appear in the named attribute node
@@LucaZecchi From the producer's point of view, I think it was possible to pass because it was a natural thing. 🤣🤣 Let's be grateful for the free release of this wonderful node, my friend
This looks to be incredibly useful, I've mostly used the old standard particle systems for hair and got a hang of it, specially to make it work with simulations/animations. The one downside I've had with this is low frame rate for animating, is there any workaround for this or must we wait for the official geonodes simulations to be implemented? I have gotten it to sort of work by animating or using a simulation with the mesh guide but I can't really preview it with the hair turned on, and must pray for it to not clip much into the model.
I have the same issue. For geo hair, can it be converted to hair cards?...I think that will be a performance saver tho I don't know how to simulate cards mesh lol. This is epic for static frame render tho.
May I ask how you use hair particle system with animation? For me the simulated results don't work at all and I haven't found a good solution to rig hair. I'm thinking this method with curves or mesh could actually work better ? Not sure
@@CGCouple-zy3em Depends what method you've got as hair, a mesh/hair cards, the old particle hair system or the one in this video, which without proper geonodes simulation, I think the only way you've got to animate it is by deforming the mesh or curve guide. Right now for anything not using the old particle system, the ways to deform have to be surface/mesh deform modifier with a cloth sim on it, or rigging the hair with bones and keyframing that or using an addon like wiggle bones or bone dynamics on the rig.
I have lots of respect to you for making this and I will definitely do what I can to put it to good use however I have 1 major question. how do you use it? I add the geonodes to my mesh but it just disappears and I can't get it to work. (I am appending the nodes directly from your blend file on gumroad)
@@CherylynnLima I followed the documentation from the descrption after I did all the nodes and just put them all together again comparing the pictures. Do that and it will work. I dont know why, its a little bit different.
Absolutely brilliant method, thank you for sharing. I have a question. I cannot use the guide mesh I created as a hair. Although it is in the correct collection. How can I use this node system with the guide mesh I created? Although I did what you said for the guide mesh in the breakdown in the description, I could not succeed.
can this work for a realistic hair system? what i mean specifically is i need to design hair just as it grows on an actual human hair layers and what not, so when i animate it in 3d movies or one of my games it will flow and move realistically can this help? I'm very new too blender I'm sorry if this isn't the right way too describe things but this looks really promising , good job.
@@杨小威 Oh you mean using curves instead to mesh as guides? I might do a video in the future, but it's a bit more complicated. For now, you can use the Gumroad file.
That is simple. Goto the File tab in de left top corner, scroll down and chose append then in the pop up menu search the file and either chose the object or the node.
what if at the beginning with "named attribute" i cannot see "Edge > Crease" part but all others from that list are there? Face > sharp_face (Boolean) Point > position (Vector) Face Corner > UVMap (2D Vector) Point > rest_position (Vector)
I ran into this problem too. The video tutorial starts with the plane already created. I followed the link in the description for the detailed breakdown and they show that you need to put a crease on an edge. They show two different approaches, but I think the correct one is to crease the "root" or the edge where the hair is supposed to start. It seems like once that crease is made, then it appears in the named attributes.
Is there a way to add resolution to the curves without using the subdivisions in the render settings? I am trying to create a braid and would need more resolution in order to follow the geometry... Thx
@@xeofrios Oh, I like the overall thickness, but I want to have a shape that gathers towards the end. Maybe because of the noise node, the tip of your hair looks stubby. Can I send you a picture through Twitter message?
Hello there, I work with your system of hair and it works great for my projects (I can work better with it than the built-in geometry nodes hair), but I've run into an issue: I added a clump and curl modifier and the hair jitters/flickers, it seems to be the curl modifier, because on another model with clump, it doesn't happen. Have you run into this issue yourself? And if you did, you know how to fix it? Edit: Found the solution myself, if anyone else runs into this issue: just set the guide mask distance to "0"...
I'm pretty sure because the curves are referencing a mesh. You can deform the mesh and the curves should follow. I'm going to try it as soon as I get this reverse curves part to work.
I fixed my curve direction issue, and rigged the guide mesh. The hair does animate with the skeleton, which is awesome! I've never been able rig hair before in any software! I'm sure playback will be an issue, but that is common for all software. Normally a simple mesh hair is used and then is converted to curve based hair at render time.
the geonodes work for me when i followed the instructions and it also worked when i added an edge crease a sphere but how do i get the effect you do with bezier curves? and how to we use the appended nodes?
Guys, I`m little bit confused. In tutorial author said that empty hair doesn't need to be parented by grid mesh, but blender doesn't allow to create empty hair curve instance without parent object???
Great tutorial, i have doubt how about i'm creating edge creases to all the edege loops vertically, i want the endpoint or length of the each hair to last edge crease, Is that possible??
So i got this to work on a simple singular hair card but as soon as I tried this on a hair card- based mesh, it completely freezes up Blender. Even after setting all the resolutions in the geo nodes to 1 and double guides to 0. My blender just dies lol.