Unlike Blender’s existing particle-based hair system, painting is done in 3D space, rather than as a 2D projection, simplifying workflow, and reducing unnatural-looking artefacts.Īccording to this post on the Blender Developers Blog, the new system “should be able to support at least 120,000 hair strands edited at the same time”. Users can paint guide hairs directly onto the surface of character sculpt, using separate brushes to comb them, adjust their density, or even slide individual hairs around on the surface. The non-procedural ‘destructive’ toolset – intended for one-off hero characters – is the main focus of the initial release, and is shown in the video above, recorded by Blender Studio art director Andy Goralczyk. It builds on the Geometry Nodes system’s support for curves to power a procedural grooming pipeline, augmented by a new set of non-procedural tools for grooming hair via a brush-based workflow. The hair grooming toolset represents one of the first extensions of Blender’s new node-based architecture beyond procedural modelling and object scattering. New curve-based hair system combines procedural and brush-based grooming tools The curves system is part of Blender 3.3, due for a stable release in September, while the real-time compositor is available via an experimental build of the open-source 3D software. The Blender Foundation has just posted sneak peeks at two major new toolsets due in future versions of Blender: a curves-based system for grooming hair, and a GPU-accelerated real-time compositor. The tools are being tested in production on upcoming Blender Studio animation Project Heist. Blender’s new hair grooming tools: part of the curve-based hair system now available in alpha builds of Blender 3.3.
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