Blender Hair Tool | 3D Hair Brush V3.1 - Modifier Tutorial

3D Hair Brush3.1 released, a great tool for creating realistic hair.

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Hello, everyone and welcome a few months ago, some of our users suggested we add a function of modifier. Today, i'm very excited to share it with you using it. We can add modifiers layer by layer until we get a good result and it doesn't destroy any hair shape we created before. Definitely this is a major upgrade for blender users. Modifier is children based? There are three common modifiers length, clamp and noise for the clamp modifier. There are two clamp types: parents and generators different types give different effects. Therefore, we can get more detailed layers for natural hair shape. Then the noise modifier, which is also very useful, to enrage the details. In addition, we provide a curve to control its influence range, certainly more manageable. Last one length which is to vary the length of hair, we can scale the entire hair shape up and down randomize. The length of every hair once more, we have the opportunity to adjust the control range of a noise modifier that we've already done. You may notice that there is a three dot button by the side of many of the parameters which is random using it. We can easily get more natural and organic randomness, even more vertex group and texture can also be used to accurately control random range, which gives us more controllability. Alright, that's a rough introduction here is a girl model with a rough hairstyle. I'M gon na take it as an example before diving into it. Let me first explain how to view and render the hair the default display mode is not really good for us to check the effect to solve it. We apply cycles, hair renderer again, as we mentioned in the last upgrade video when we switch to this runner cycles, is still running well. So no need to worry about that when we switch to cycles hair runner, two additional parameters are displayed, select shape well, better. Now come into the material tab and create a new material unfold, viewport display and set a color as needed, then switch to preview mode now looks more realistic and it's good enough for us to check the details of hair. Besides, there is another way to set display. Color flexibly enter particle edit mode and select color brush. Currently, there are no color groups, hit, show hair, color and paint color to all the hair back to object mode cool. If we want to set another color to just a few strands, how can we do that? Select the color you like and paint hair in the required part back to object mode, very easy, but quite handy by the way when we hide hair color. The display color of the material that we set before appears again. Alright, let's look into the parameters and for the chosen, both simple and interpolated will do here. I use simple, enable modifier. Usually i start off with clamp modifier, because the distribution of clamps is the basic layer of hairstyle. These parameters are for clamping. These are for kink. Let'S first talk about the clamp types here are two types of clamping parent and generated, select parent and raise subdivision up to one now every clamp is divided into two parts. We can raise it again for more small clamps. Keep in mind that the larger the subdivision is the more yet finer the clamps are in this case, the clamps without subdivision are originally small, so a small value is fine. The seed, just a random seed, is easy to understand so skip it. Let'S look into this random hit it. There are three additional parameters: type in 5 and take a look now. The subdivision values vary randomly from 1 to 5, very simple right, then the seed and then the threshold. Let'S see how it works when it's set to one, there is no random. That is all the clamps are divided into four. When it's zero, they will be divided. Randomly okay, move on to generated for a better understanding. I'M going to use this simple scene to show you how the hair distributes in this mode when we set the density to 1, 4 clamps are generated and when set it to 2. This clamp is divided into 2 by 2.. So the pattern is almost found as try 3. We get 3 by 3.. Besides all clams distribute evenly, we can see that they are perfectly rectangular in scope to break it up. We can increase randomness. Then the hairstyle can be natural. Looking okay come back to this scene preserve length using it. We can keep the original length from being stretched when hair is attracted to clams. Is this scene again to get hair attracted perfectly? Some hairs are stressed slight prism length we can see. Hairs are getting shorter until reaching their original length back to this scene slide it and take a look, got it. Okay, that's all for preserved length. Let'S move on shape works, the same way as the shape by default. Take a look and we can use curve to control it clump, it has the same range with the default parameter negative one to one. Yes, there are some differences in the effect we can see. No matter how much it is, the roots won't get attracted, enable random a small part of hair spreads out a little bit. Let'S make a comparison before, after tweak the c to find out a good result. Random range can be set greater than one, but we have to type manually threshold controls how much hair can be attracted. So when you want to slightly lose clumps, this parameter can help come up to factor. It controls how much the clamping is when reaching zero. There is no clamping, but with kink effect, then threshold, which determines the amount of hair with clamping, come up a little bit influence. It determines the influence degree of this modifier, then its seat and then threshold. We can use it to control the amount of hair. That is affected by this modifier, okay, so much for the clamp modifier. Next, i'm going to explain the noise modifier. Well, it works too much. I scaled it down. This threshold works the same way as the one here still random seed size determines the frequency of noise, enable its random. We can see the frequency of some hair changes for random range. It can also be set greater than 1. Then the frequency can range from 0 to this number then magnitude it controls how loose the hair is easy to understand turn on its curve. If we don't want too many flyaways at the end of hair, we can drag this point down and tweak the curve further. As per your reference, okay magnitude also has a random button and random range and threshold. There is also a preserved length. It'S the same, as we've mentioned before. To show you clearly, let me adjust the parameters. Somehow, okay raise preserve length up so just adjust it when needed. Alright, the next one is the length modifier. There are two skill modes scale and cut when sliding scale. The hair is entirely getting shorter turn on random. Also, three more parameters here bring down random range. A little bit is fine, then seat and then threshold turn off noise. For the moment now, only a small part of hair is influenced by this modifier switch to cut turn on random. Here i use it to break up two blend hair tips. Let me show you how first cut the hair a little bit zoom in a bit. This strand looks a bit too blunt, so we raise the random range good. If you don't think it's layered enough, you can bring length down and raise random range. One more time. Cool much layers now: yes, we can make it layered more for the seed and threshold. There is another cool trick to go: the noise on and increase threshold. We mentioned that the length controls all the hair, but if we only want to shorten the hair that is controlled by the noise modifier, what can we do copy the threshold here in the noise modifier and paste it to length and copy the seed chain? The length works as expected now, but the length looks a bit uniform, though in this case we can enable the random here to solve it, tweak the seed a little bit great. That'S all for this modifier in the next section, i'm going to talk about the kink. I'M going to talk about the kink and clamp modifier before that. Let me add a clamp modifier come down here. Here are two kink types: curl and twist bring up amplitude a little bit directly type in five typing is faster than dragging here and increase shape. I won't talk about it much since it's basically the same as the one in blender say. We mainly focus on the differences between curl and twist start off with curl. Obviously, the hair is just bent somehow and without any twist we switch to twist. Judging from the reflection on the hair, it's clear that the hair twists the toggle on random here and alter random range note that the random range is 0 to 0.02. Let'S change it to a smaller value. Also, we can treat the threshold if we don't want to influence the hair near the roots. We can use the curve just drag this point down and tweak it further as per our preference. Besides, no matter how large the amplitude is, the rows and tips are not affected in any way, but it's a hard rock to solve. If we didn't have this at all, okay, let's move on enable the random frequency here take a look, then the random of shape and curve here. Well, the clamps looks a bit less, so we can increase the subdivision a bit and enable the random frequency looks much natural. The thickness of every clamp is almost the same, so we can apply factor and we can adjust more to get a satisfying result. It looks amazing now next, let me create a new clamp modifier. There are some more types here and i won't talk about them one by one, since the parameters are basically the same, but for the wave there is a parameter that i would like to emphasize. Obviously, the hair is deformed along one orientation. Actually, this looks weird for real hair, so we added this parameter orange to solve this problem. Let'S test it out and enable is random, looks good. That'S all for this section. Next i'll walk you through two cases that i've already done before we start. Let me tell you off these modifiers, the first modifier that i added is a clamp - and i selected parent here then turn on subdivision and it's random, so that every clump can be divided into one to five small and finer clamps randomly to get more details and Layers, i treat the curve of shape like this, yet, if we raise up the curve near the roots, the clumps will be looser. Thus, the hair will be way too smooth come to run them here and loose the hair a little bit. Also, we can increase threshold to scale down the influence range, a factor there adjusted the random range and threshold and the threshold of influence for the second layer. I want a small amount of flyaway hair. I first set curl here and set amplitude to a small value. I also used a curve to reduce its effect near the rows and tips then set frequency to 1.5 and set a slightly high shape value so that it won't influence the hair close to the roots, then clamp and factor they work. But the change is subtle, though. Last is threshold of influence when it's set to zero. All the hair is affected by this modifier. As we increase threshold, there will be more and more hair that is fully affected by the above modifiers, so using it we can control the amount of flyaway hair. After that, i added a noise modifier to make it a bit more organic, i adjusted the random size. Then i enabled the curve of magnitude. Let'S take a look without curve control. There are few flyaways, but with it enabled there are some actually that's because from roots to tips, the magnitude is gradually getting larger from 0 to 1, when the curve is disabled. Yet when we enable the curve, the magnitude is 1 anywhere, then i raised up preset length to 1. That'S it! Let'S move on to the fourth layer. It is also to add some flyaway, a small, chaotic threshold. It'S almost set to 1 because i just need a small amount. Then i set the size and it's random. Next is the magnitude i didn't want to mess up the ends of the hair too much so i used the curve. Until then, i found the hair near the roots was way too flat, so i added one more clamp: modifier to clamp the hair. There somewhat. I lowered the curve in the middle. This way the style there can be kept well. In fact, the hair is not layered or good enough for me, so i tried one more yam and i used twist. Let me switch to curl and take a look way too flat right, but when i applied twist the hair was twisted a bit. So it looks more dimensional and layered similarly lower the curve on the right and decorate shape perfect. This is exactly what i want. The last modifier is length when getting close to hair tips. We can see they are a bit too blunt, so i layered it a bit with this modifier. Of course we can add one or more modifiers, as per our reference, that's the whole process. Next, let's dive into the second case. This is a slightly massive ural. Curl. Okay, let me show you how to make it. First of all, i added a clamp, modifier and switch to twist set the amplitude to 0.007 and set the random range to 0.1. I didn't want to make the rose go since it would destroy the hairstyle here. So i use the curve to decrease the influence come down here. I set the frequency to 5 and turn on its random and set the random range to 4.. I adjusted the shape in order to make the curve go down later. After that, i raised up the subdivision and adjusted the curve, the factor after this modifier i got a rough hairstyle. Then i added a noise modifier to get a bit of hair that sticks out. So i set the threshold 0.86. A slightly higher value then tweak the size and enable curve and preset length for the next modifier. I just wanted to make the clamps a bit more loose, so i set the influence to a small value and a big threshold. The next one is also noise. This is also to add a bit of flyaways, yet they are more chaotic. I set the influence to 0.04 and set the threshold to 0.91 and reduced its effect on hair ends with curve. This length is to layer the flyaways, because two uniform length looks weird, so we need to copy the threshold and seat of the last modifier to this modifier and use cut mode. The last modifier is to solve the blunt hair ends. That'S all for this tutorial. If you have any question for at all, you are welcome to leave comments below and i'll reply to you as soon as possible.

Yan Blanco: dude this is FANTASTIC! the hair modifiers are a MUST HAVE in any complex grooming workflow, and unfortunately Blender's hair system hasn't been updated for a long time.. thank you for that!

yeahyeahyeahokayyyyy: Amazing!! This is what blender has been missing for so long! You’re our hero! Question: If we’ve already purchased the hair tool add-on on the blender market, how can we get this upgrade? Thank you so much!

S W: Ooh feels a little like the xgen workflow, looks fab! Will you be adding the ability to make feathers?

Autumn Red: nice, thanks for this tutorial, those hair styles are looking great

Michael White: Just a suggestion,you can give the project file of every tutorial so that it's easier for us to get your idea without watching the same video many times.

TheRealJerseyJoe: Fantastic work...I love it !

Roman Yuferev: so great. did you have plans for new curves type in 3.2?

Nihar: Hey, Will this be upgraded to work with the new hair system in Blender 3.2?

Peshang Ahmed: I just ask for one feature, creating hair particles from curves? which is really crucial.

Mawpius: these hair modifiers are a game changer for me, worth the price

side effects master: hey can you please develop a addon for sculpting that has toolbar icons in sculpt mode . I would love to see a primitive/object brush or a clone brush for sculpt mode that makes alphas from your meshs surface . I would love to see such a addon . I think blender sculpting gets the least attention from the blender community so its addons are rare and the sculpting addons we do have don't introduce anything new to sculpting in blender so it would be great to have a addon that adds something new to sculpting in blender

Michael Vaughan: Is simple what you would always use for long hair? Coming from xgen I find the interpolated is lacking.

Stephano: Hi, this addon can handle dynamic hair ?

Marti: Hi, looks super good. Can I use this with Blender Octane?

James Docherty: Hi - GREAT add-on. It has really saved my frustration with using the standard Blender hair tools. However, I'd like to segment the hair on my model into different parts and apply different modifiers to each part. Is that possible? When I have 2 different particle systems on the same mesh and apply different modifiers to the children, the modifiers affect BOTH particle systems. Please help!

Moustache Cat: well you could release a version of this free hair tool even though it is more basic please :3

noor studio: amazing.please add more deformer

Mark: Hello! I purchased the Hair bundle on artstation. Will that also include the v3.1 update? Currently I can only download the 3D Hair brush v2.3. Thanks!

J P: Man this is fcking crazy, blender native really lacks of tools to comb hair, with this addon u can get closer to what xgen looks like, great work i am getting this

Júlio Palestini: The version of blendermarket will be update? There is still the old version. Amazing tool!

James Butler: hey how do i add this modifier tool to blender?

JaXu: great stuff

Max Puliero: I have to buy this

正义执行: Maya can pick up uv lines(generate  )from geometry,can blender do that?

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