Character grooming with the new hair system

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In this presentation Daniel Bystedt will show how to create a character hairstyle with Blenders new hair system and the new hair nodes. The presentation will both touch upon the new technical aspect of grooming but also how to make the hairstyle look realistic from an artistic point of view.

"Character grooming with the new hair system" by Daniel Bystedt --

#BCON23 #b3d
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I can't believe how hard it is make a simple style of Hair, it´s a hell

MiniRayo
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We are so lucky to have you in our team, Daniel! ❤🔥💪

goodbyekansasstudios
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40:00 - I've never seen someone explaining a hair threshold as clearly as this video. Thank you, Daniel! Great conference!

activemotionpictures
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I notice a lot of folks think this is too complicated. While you probably need the geo nodes for very advanced stuff, and this is a great intro to that--most of the "nodes" he's using, you don't have to know how to wire them up. If you open an asset browser, the common ones are there as presets under "Hair." And you simply drag them onto the hair curves object in the viewport, and set their properties in the properties window on the right.

That said, 22 minutes in is GOLD for me.... That hair parting has been driving me so nuts that I feel I may lose my real hair. Thanks!

Holonet
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thank you for all your tutorials they are awesome!

TheLostDriver
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very easy to follow along. Great speech!

John-czfo
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And then comes the next challenge, animating it.

antgib
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Perhaps in this new scheme, it is necessary to specify the part of the hair created by the user. For example, divided into base hair, overal hair, front hair, back hair, additional hair and other sections. This means that each part can be developed separately with certain modes such as free-hand hair mode or procedural hair mode. While the texture of each part of the hair consists of several layers, for example the default and highlight textures, let's say there are 2-3 layers that can be made specific textures according to the shading and character of the hair. Also, don't forget that making bones in the hair is a very important part of growing hair. Especially when the hair will be used to follow the body animation movement (motion capture) or the direction of the wind blowing at that time. This is so that users can easily regenerate the bone structure of the hair that they want to move dynamically, as well as parts of the hair that are constant (not moving following body movements or blowing wind). That's just a suggestion.

metachanneleducation
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Hi. Thank you for the video. I have created a 'cap' by shift D duplicating some of the topology on the original mesh and separating it. Then when I add the hair system, the hair adds as planes (or so it appears) instead of hairs. This doesn't happen when I add hair to other objects. I've tried clearing all parenting and making sure the object origin is squared away. I even added a solidify modifier to the new geometry. I'm sure it's something simple I'm overlooking. Any ideas? Thank you, anyone, for your help.

MVWDave
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It's a pity that Daniel didn't show the "snap hair to parting edges" node tree

tassellate
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Please change the texture interface like substance painter... Learning texture seems to be a tedious task by looking at it

pks
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how does he draw annotations on the ui, how can he slap? :o

melgibzond
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I was able to follow along easily until the area talking about separating colors. Lots of details missing and it got super complicated. I think this tool is amazing but unless you are a tech artist this is way too complicated. I think there needs to be more user friendly tools made to get results like this demo but with just a few clicks.

KenzieLaMar
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From the thumbnail I thought: They did it it. Human face generator using geometry nodes! 😂😂

lpanebr
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Please does anyone know how to make braided hair with the new hair system? Like African braided hair?

tonyemenike
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Bystedt is an amazing technical artist but not that amazing when teaching. Blender devs need to come up with an "artist friendly" way of doing this, this way is too convoluted. Also, while I get that geometry nodes are amazing, I also feel like they are forcing us to swallow them a bit. It looks like soon everything will depend on GN and will be oriented towards technical artists

onnevankenobe
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Amazing analysis, but seems too twiddly and nerdy for a moron like me.

opendstudio
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TAKE A DRINK EVERY TIME HE LOUDLY BREATHES IN

sethyta
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So cheap and unrealistic compared to Xgen/Yeti/Ornatrix...

sazemard