Hair grooming vs animation with the new hair system

At this point I’m fairly confident the the BF will get it right, and I welcome the improvements to the all ready great simulation tools that come native in Blender when dealing with animations.
Blender gets flack for its simulation tools, which I feel is fairly unjustified. Could they be better? Yes! But the tools are already extremely powerful if users will take the time to truly learn them.

Below is one of my sample scene where I’m using three separate simulation tools, hair, cloth, and soft bodies-(the dumpster crush), to get the job done. With each tool I have tons of control to work with i.e. with the hair simulation I could have went with a more “flowy” sim but decided on a fuller less bounce for the hairdo used.

I’m not saying my simulation are great but the tools aren’t the problem. And yes I would love for the tools to get better and even more versatile. :slight_smile: I think we’ll be OK with the new system and at first some features may be missing.

https://vimeo.com/manage/videos/683110298

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I love putting software that costs seven thousand dollars next to $120 worth of addons. I should pull up to a ferrari dealership with my 2005 kia spectra and explain to them how much I know about paying for cars.

Or maybe the code involved in accomplishing realistic hair dynamics is really really hard and requires lots and lots of development, perhaps so much development that the developers are a little nervous about needing to GPL their code.

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Principle of Children is that they are interpolated and following movements of guides.

If they are going through the model, there is ability to increase distance setting of collision.
If it is not sufficient, it means that ratio between children and guides has to be rethought to increase amount of guides.

But the more guides are numerous, the more guides have segments, the more volume cells are used, the more collision quality steps are high : the more simulation computations are heavy, memory and time consuming.

Stylization with geometry nodes is a guarantee that it can be applied after simulation.
Like current children, but main difference is that will be applied to guides.
It will be possible because that is a dedicated object with its own modifier stack, with its own order of priorities.
So, it is also ability to apply it before simulation.
It is also the ability to generate attributes to modulate simulation per guide, per braid.

Just in theory, we can already conclude that new design should be a lot more flexible than old system.
Without discussing performance or accuracy of physics solver.

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Isn’t the current blender film in development focused on realism/3D action cinematic?

Not sure why we’re discussing and getting lost in the details now. If the goal of the new hair system is to support the new blender film, then hair dynamics/simulation is expected to be tackled. Sure, we can have concerns about how this will all be implemented but at this point we’re just discussing hypotheticals.

Last year, one of the devs mentioned that the goal of the new hair system will be to rival Houdini/Yeti. If they get even halfway close to this, I think most people will be pretty damn happy.

I understand the frustration. I really do. Unfortunately, it’s not fair to compare Blender to commercial counterparts. If I missing something in Blender I go to Houdini. I love this combination. Solves 100% of all my needs.

The thing is addons won’t help you here. The Blender needs strong animation foundation and as I mentioned there is a lack of funding hence the lack of people working on this. It’s a huge undertaking and Blender is a small team producing amazing software competing with commercial solution in a lot of areas really well.

The truth is until you directly support Blender with money on a regular basis donating to dev fund there is very little resources and opportunities for BI to higher great engineers to work on these demanding features/core mechanics.

If it weren’t for Ton and his ability to convince companies to donate to Blender development we wouldn’t have even 10% of what we have now and no one would have been even talking about static hair system and grooming tools.

It’s unfortunate truth but most things in Blender development comes down to money to fund the development process. Blender is free to use but it’s not free to develop. If Blender Institute doesn’t have sufficient funding it must allocate resources with the most impact to produce/code great features in a timely manner. Something that they’ve been doing very successfully for the past 2 years since 2.8 release.

I believe we’ll see the animation system eventually. Just, realistically, not very soon.

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Well that pretty much covers things like Eyebrows and short fur, etc, I’m guess Eyelashes will work as well.

True, but then the overall distance of the bulk of the hair is so far away that it now all starts to look like its floating in space. So as you say, one then has too increase main guides, decrease children, push up simulation to crazy levels and your still left with hair that doesn’t maintain any styling shape and of course no manual control at all.

I hope so, but others think I should expect nothing better then what we already have.

Not if its all short hair (mostly under a cap) and a beard that just moves with the deformation of the face. Given I think there’s only 1 human character, I don’t see the need or even expect them to use any dynamics/simulation of hair for the current film.

Same here .
When I learned that the free Houdini apprentice could actually export VDB’s I never touched the smoke & fire system of Blender again.

I dont expect Blender native to be on par with Autodesk Maya or houdini for animated Hair effects.

I have filled many “gaps” in Blender tool set with third party solutions ,Many low cost or
free.

With the animation layer plugin($28 USD)
We get near Maya level control over Character animation
and with Auto-rig pro ,Again rigging our own meshes become a breeze.

And the Add-ons for bringing in Daz/Iclone pre-fabs for animation/retargeting are well developed.

I guess my recent “frustration” stems from not seeing anything close to to a truly usable animated hair system but instead some gimmicky new “realtime compositing” system
that will likely be far inferior to the results one can get with free external compositors like Davinci fusion or even Natron.

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There are multiple users with multiple priorities

The official priorities list will never exactly match your priorities.

No reason to get frustrated.

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You can do something similar to this? How?

hair7

I’m actually able to snap the hair curves on the left to a mesh,
He curves were created with houdini and imported in USD,

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What I mean is take a groom that exist on a scalp in blender, and transfer it to a different underlying geo.

When a groom is already attached to a surface the snap to nearest wouldn’t work I guess, if I delete the underlying geo and bring in a new one the snap to nearest is greyed out.

I’m sure this will be streamlined down the line, currently the process isn’t straight forward.

You have to select the surface you want the hair to be attached to , before snapping the curves

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Thanks!

OK, this is pretty awesome.

Selection sets and some geo node presets for the masses and we’re golden. :slight_smile:

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How did you import Houdini curves into USD?

Easiest way : export the curves in Obj format, and in houdini, use a edgegroup_to_curve node to convert the obj, before plug the curves into a gromm node

HairStyler — a hair & fur toolkit that actually makes grooming fun

Hey everyone! Wanted to share HairStyler — an addon I’ve been using to make hair and fur way less painful in Blender. If you’ve ever spent an entire afternoon fighting with strand-by-strand grooming, this basically takes that pain away.

Download Link: https://phcgm.gumroad.com/l/hairstyler

Works with Blender 5.0+ | Windows, macOS, Linux

Check out the overview video here


:star: So why bother with this?

Honestly, Blender’s built-in hair tools are powerful but kind of a headache to use. HairStyler wraps all that complexity into something that actually feels artistic instead of technical. You’re shaping and styling hair, not fighting a particle system.

Some highlights:

  • Fast Flow Curve workflow (draw and go)
  • Built specifically for Blender’s newer hair system
  • Big viewport performance gains — no more chugging along with millions of hairs
  • A solid realistic shader baked in
  • Masking & texturing tools that don’t require a PhD
  • Works great with animated characters
  • Modular, so you can bolt on extra tools as needed

Hair Flow

This is probably my favorite part. You just draw simple curves on your character and it instantly figures out hair direction for you. No manually grooming thousands of strands one by one — you get the overall look sorted out in seconds.

Hair Flow


Performance that doesn’t make your PC cry

It automatically dials strand resolution up or down depending on hair length, so you’re not burning memory for no reason. There are also dedicated viewport controls to knock density and resolution way down while you’re working, so editing millions of hairs doesn’t turn into a slideshow.


Grooming that feels like actual sculpting

Flow Curves get you the overall hairstyle, then sculpt guides let you go in and refine the details. Each guide controls a whole clump of hairs, so you’re editing fast without losing that natural look.


Curls, frizz, and all the little details

A few sliders get you realistic curls, frizz, and natural variation — no need to hand-sculpt every flyaway. There’s also texture-based trimming and paintable thickness control if you want to get really specific.


A shader that just works

There’s a physically-based hair shader built in that automatically adjusts between Cycles and Eevee. Basically zero shader setup needed — it just looks good out of the box.


Texturing without the hassle

You can generate realistic fur colors based on strand length, throw in natural color variation and procedural noise, or just jump straight into Texture Paint if you want full manual control.


Plays nice with animation

This one’s huge if you do character work — you can groom hair directly on a posed character and watch exactly how it’ll behave through the animation, no guessing involved.


Masking that saves you real time

Control density, length, radius and clump size using textures or vertex groups. It can even use nearby meshes like clothing or armor to automatically get rid of hairs that would poke through — a small thing that saves a surprising amount of cleanup time.


Available in a bunch of languages

15 languages and counting — English, Portuguese, Spanish, Japanese, Chinese, Russian, French, and more.


TL;DR

Whether you’re doing realistic humans, stylized characters, or full-on furry creatures, HairStyler gives you a solid, production-ready toolkit that’s fast, flexible, and actually enjoyable to use.

Blender 5.0+ | Windows, macOS, Linux

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