Getting Started Hair Brick'S For Blender

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What is Hair Bricks Addon

Hair Bricks is a layer-based grooming system powered by Blender's geometry node. Since blender switched to the new curve hair system, the possibilities for hair workflows have opened up, but the process of creating the hairstyles has become less intuitive for your everyday artist that would just like to focus on creating their hair asset. This tool solved that problem by focusing on the artist's needs without losing out on the power of the Geometry node system.

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Hello, everyone, I hope you guys are doing well, so thank you for getting this add-on, or at least um checking it and having some interest in it. In this video, it's been like a getting started. Video. I will show you how to install the addon. I will show you how to get started with it. It'S a pretty straightforward addon, because my thought process going into the creation of this add-on is um, something I had expected from blender with the new release of the curve, hair geometry, node uh. It'S it's a very powerful tool, quite intuitive, quite scalable, but it's it's not very friendly for your day every day today, artists that want to just create hairstyle with a new node uh children here are the common stuff. You want to add. So that's the problem. I was trying to solve with this add-on and I think I did a good job with that. So let's get started once you've gotten your copy of the add-on and you have that saved somewhere and let's load mine. So it's the hair break addon, and this is version one so um by the way you go to user preference, addon and you're here to install it. If you don't find it, you can just search for hair and you should see hair break, so you just enable it and you save your preference, so it can always load automatically when you open, blender, okay, so you'll find the add-on right here called hair break right. Now you see nothing, but the UI doesn't look intimidating. It just looks uh fun uh, because my approach to creating tools is to make it as easy as possible. Sometimes it hurts me sometimes it's it's for the win and I think we have a winner here. Okay, so let's just start with a simple monkey head to kind of get started, I'm applying a subdivision just to smooth it out and we can see we have a plus icon here. So if you press the plus icon you get curve. So what this is doing is basically adding a new curve object, so your material to your Susan. Basically, you could do this by yourself automatically, but this does it for you and it makes it visible and easy for you to to edit and kind of manage your scene. So for your character. If you have multiple cuffs, you can easily manage it with this window. Right here and you have the ability to click on this and jump right into the scope mode, and you have also have the ability to duplicate and rename hide for viewport and also render view you can delete if you don't want that um ignore this way. I'M aware of this and I'm fixing it currently um. Okay. So once you have your curve, like I mentioned, you could easily go into your scalp mode and from here you can just do your usual um, blender stuff, you you, you draw your curves and you can groom it okay. So the goal with this is not to deviate so much for more blenders offer us. This is just to make it easy to access stuff um. This is not the real strength of it. Yet you'll see that in a bit uh, but once you've added your your hair, which is where most of us start from and it's fun and creative, but the less intuitive part of the geometry node is there's no UI for you to kind of manipulate things. So that's where our hair modifier comes into place, so we in a modify modifier. We have three categories, which is the hair effects, hair, styling and hair operations. So the hair effect basically comprises of things. You could apply. Um like you could head transfer. You could transform the hair, you could reduce it. You could smooth the hair, you could blend the hair um you for the hair styling, you have stuff like braiding, um, coily hair. You have deformation noise stuff like that, and for the hair operations are things that uh. You would need in certain instance that, instead of going into geometry node and doing it, you can just apply it right here, um. So so what can we do here? Let'S add like a nice hair effect which is duplicating the hair, so you can play with the radius here and then basically, this is that you, you have access to all of this and it's kind of arranging a modifier stack, um fashion um. So you could decide to add, like a coily hair play with um the start and end point play with the scale play with the resolution and coiliness, and you can move things up and down to create several effects, so it becomes very intuitive um. You have this ability to kind of create bunch of nodes and when you're happy with it, you can save it as a preset. So for your next project, you don't have to start afresh. You can just load in that preset to start using and another great thing with this is you can export the presets for your workmate for your friends or your YouTube subscribers um and the way you can set where you want that to be exported in is, if You go to the Head brake system and the preference you can see like a file path so depending on where you save this file, but it's where the presets is going to be saved, but that preset is also saved here in blender. I need to get rid of this. Give me a second okay uh, so that preset is also saved in blender, and you can remove them. You can add them. You can just use them for what you want. Uh my goal with this otherness not to create something new in the sense of emerging the way your geometry node is already pretty awesome. We just needed a very intuitive um UI and to make the life of every artist easier. So all the notes you'll find here are pretty high quality. We spent months and months waiting and researching um. That'S why the most reusable version of this is in blender 3.4. 3.5, where you have all the most latest node - and this also includes the blender um added notes, so you're not missing out on much - you can use all the blender stuff like interpolate um. What also it would increase the value of this is the ability to mask features um. So, let's open like a nice test scene, and you can see that in work uh this promotion at work - and we have this so this was created with the hair notes addon. If I select this, I selecting the right one. Okay, so let's say we want to um. This is the baby hair. You can easily enable and disable you can disable things you don't want to see for now. So let's say we want to kind of cut out. Some part of this baby hair, so it's as easy as adding the cut modifier enabling it to be able to delete a certain part and enable image Max. But basically so your object has to have UV map um and then you just click on new um. You can call it whatever you want or and choose the resolution depending on how crispy you want the effect to be, if you, if you, if effective, if the effect is not going to be very crisp, then you can ignore that you can just leave it as Default. Okay, so we select the object and go into sculpt mode SRE in texture paint mode, so that that's where the icon will go in for you. It will also set it up for you, so you don't have to search for the image it's kind of automatic. So why the value is positive and that value is the negative. So if you want to add things for a setting, modifier using the white is going to enable that so using the white value, I'm just cutting through it. So this is how it is so, obviously if you, if I enable this to be textured, and so we can see how it's looking so, basically for all the modifiers you see here, you can apply this. If um, you can use the texture mapping so even stop down to like duplicating hair, so you can duplicate portions of a hair um, something down to the hair clumping. You can Clump certain parts of hair, so you can have multiple Clump modifiers in your in your car, in just one hash system and apply different type of Clump in different sessions. So you can see the uh, the windows that open up for you, which is kind of what I was trying to achieve with this, and I've used this for my professional work and it has been amazing, um yeah. So this is just like a getting started. Video. I hope you found this interesting and it kind of made you um interested in the oven. I put him or I'll, be putting out more tutorials on specific hairstyles on the Lewis art channel. So, if you're interested in that, you can subscribe so that you stay in tune, I'm going to be putting that a lot, I'm going to putting out a lot for the next coming days on different hairstyles, like eyebrows braid and everything you might need to know. So. Thank you so much for checking this out and purchasing it. If you have and talk to you soon, bye bye for now

Emmy W: I’ve been experimenting with different blender workflows for hair for real time game rendering, excited to check this out! Thanks for the addon!

trzarector: Excellent! Well done, once I get into Blender I'll definitely be checking this out!

Rash Ino: It looks interesting! I don't know much about geometry nodes, so I have a question: Can I add physics in this kind of hair? For animated characters.

Donald Dade: There is no apostrophe in "Hair Bricks".

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