In the Blender Meetup, Daniel Bystedt presented his real-time hair workflow, unfortunately, it’s hard for me to make out what is on the projector. I gathered some research together, and made a hair card texture that contains color and alpha.
His Shader setup looks different in that looks like it uses a combine RGB node and uses a plane as a background.
After that, he demonstrates using the hair card + particle instance modifier, with index and value attributes, to create a procedural method of placing the hair cards and randomizing the UV. This is where I am having the most trouble. Could someone explain it or direct me to a learning resource please? The hair card tutorials I’ve seen involve hand placing them.
Also, I’m attempting to create a mullet and the short hairs don’t seem to have as many segments. I’m not sure If I should cut the short hairs, or use vertex groups to make them short.