Blender Hair System rework
I believe that there are a million ways something can be done in any 3D software and I believe that blender attempts to make something work for more than its originally intended, which is fine in most cases but I seem to have a constant fit with the way hair is created in blender.There are multiple uses for the current Cycles Particle Hair system but there are currently only 3 ways to shape the hair to your bidding... One being using the particle edit tools and combing your hair strands with an unlimited supply of hairspray... second is to do simple short fur types of hair and use the parameters for particle children to create something quick and painless... and finally, the shape more recent, Shape Cut-- where it'll be more useful for keeping larger fur clumps length in control. Anyways, my proposal is a new, open way to style hair. By creating your own Parent Hair strand just like you'd create a curve in blender. This could mean we create a mesh model of some hair, convert it to a hair curve then BAM! You'll have your hair style visualized as polygonal hair, just ready for you to create into a nice render. In the industry, there are clear hair god plugins for different things. Shave and a Haircut is one of the best for short hair, it gives some nice rendering options but this is for Maya. Another great hair program is Maya's GMH 2.6 scripts by Thundercloud Sutdio's. This allows a user to create hair in various ways and it'll generate poly hair strips already UV'd and textured for Game Engine uses. It also creates the hair Dynamics right when it changes the mesh into hair, its quite powerful.zBrush has Fibermesh, this is great for creating simple quick hair but I hear it is somewhat uncontrollable and doesnt work well for complex, longer hair styles.Maya's nHair simply adds a parent hair strand to a curve that was already styled by the user then lets you create the hair system based around that parent hair strand.I also think there should be a node based hair system similar to Peregrine*labs Yeti. This could help greatly when designing hair settings for fur. Which fur has a tendency to break if the mesh dependencies change at all.
Finally, There is a lot that should or could be done to improve Blender's hair styling features and blender's particle hair system. I think my proposal to rework or to generally create a specific blender hair system could prove to become a priceless gem in Blender's arsenal.I believe that this is something we all strive to create and make look good but I believe there's a way to make it look better, faster and more efficient... We just need someone capable to create such an improvement. Thank you for your time reading this.
7 Comments
I don't know what is current status of HairNet addon. But it is good to know that other ways to create hair in blender have been explored. wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Objects/HairNet
@Fweeb, this is an excellent example of what I'd propose. Its pretty interesting that I've searched and couldnt find hair add-on's. Thanks for this, Zeauro.
There are a lot of words in your proposal and a lot of references to other software. That's nice to have, but it would be more helpful to include specific descriptions (and mock-ups) of how your proposed system would work within Blender itself. Imagine that the system has been developed and you're creating a tutorial on how to use it. I think that would be the best way to show how it would work in Blender.
This is a set of tutorials that was made from a site that no longer exists, it was shared with me recently and I believe the process to create the hair could be in any program. The part that interests me most is when the particle hair system is created. You can view the general overview of the process in the first video, drive.google.com/folderview
The summary would be, the possibility of using hair particles as F-Curves individual. Eg chamfered, deform a subordinate of each.
I'm wrong?
you want the end result is a polygon mesh?
if the answer is yes, that can be achieved with a simple script, in fact I think Amasawa's tool works, or you can use particle instace modifier to...
I wouldnt want the end result to be polygon mesh (when rendered) but able to edit the polygon mesh it was based off of after the system was already created.