The Key to Realistic Fur & Hair in Blender 3.6

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Creating realistic fur or hair seems easy in the  hands of experts but when you try it it never   comes out as convincing as you want. What are they  doing that you are not? What can you do to create?  stunning Hair Systems. Realism is a style choice  but one that requires a lot of attention.    The goal is to convince the viewer that what they  are watching on screen isn't CGI but rather a   live-action performance well today I'm going to share  with you the the key to realistic grooming using   blender's hair system. This applies to hair and fur  there are two things I want to mention first. One.   you would think that the modeling part doesn't  really matter for a hair system it does though. There are basic principles that apply to make the  character appealing these things will dictate the   overall feel of the character and form the first  layer of detail. This will influence the third   detail layer, in our case that's fur. Breaking  silhouette and adding interest and flow. For completeness sake the second layer of detail can  be medium shapes like accessories smaller objects   and bits and bobs that break the silhouette.  The silhouette is important for readability   of a character, these are some great example of  silhouettes. see how you can easily recognize each  one? A clean silhouette is composed through the  use of shape language, rhythm and flow, contrast,   stylization and proportion. Two shading. What  separates a horse from a zebra? the stripes!   I know there's more but that is the main indicator  at first glance. So hair color and patterns are   essential. The devil is into details, a coat of fur  is never fully one color. Even on a macro level.   From a distance it might look red but closeup  you can discover a whole bunch of random hair colors In painting, we see this a lot too. The  overall feel can be a bright blue or a warm   brown but upon closer examination that feeling is  composed of a different more varied color palette   let's dive into grooming next! Grooming refers to  the procedure of creating and arranging elements   like hair, leaves, feathers, scales and other types  of simulated fuzz on 3D models to achieve the   desired look. To get a realistic coat of fur we  must find the balance between these grooming   subsections density length flow variation. Let's  populate the model with a quick fur setup this   way we can easily see what we're talking about.  To do so, select the model shift a to add a new   curves object and from the drop down choose fur  this creates a list of geometry nodes modifiers   which allows us to fully customize our hair system.  For example, in the set hair curve profile we can   set the hair thickness and shape. And below that in  the interpolate hair curve section we can increase   or decrease the density use the viewport amount  to reduce the interpolated hairs displayed. I will   explain more about interpolation later. The density  of hair refers to how closely packed the individual   strands are within a given area in real life, human  hair varies in density across different parts   of the scalp. A realistic hair system should have  the right balance between the thickness and the   spacing of the hair strands. In other words try  not to compensate the lack of density with   the thickness of the strands. Use reference to  match the density of the desired hairstyle. Density can   create the illusion of fullness or lack thereof. To  select the part where the hair should be visible   we can create a density mask this can either  be done using vertex groups or Texture Maps. The first depends on the resolution of the model and  the topology the latter depends on the resolution   of the texture map. In case of this Muppet we  shouldn't generate hair through the clothing   A fun way to create a quick mask is to bake a  texture. What we need is the model shade it white.   and the clothing around it to cast shadows . Shade those black. We are left with a black and   white mask that we can feed into our density mask texture.  To clean up the mask if needed I   recommend using the texture paint capabilities of  Blender. Or use your favorite drawing program. Now this Muppet explodes out of its clothing, we should  do something about it. I think our next step will   take us in the right direction. Flow refers to  the way that hair falls and moves, mimicking the   natural behavior of real hair. In Blender we have  the tools to optimize flow. With our hair curves   selected go into sculpt mode. On the left side we  can find our tools the most important one for this   step is the comb. With the comb we can brush over  the guide curves, each guide Curve will influence   a part of the total hair coverage. Whenever the  guide curves are difficult to see I recommend   toggling the X-ray view here or drop down the  viewport overlays and find cage opacity down here.   Use the comb to sculpt the hair in the natural  direction let it follow the arms or the legs or   let it fall down the body. The 3D models aesthetics,  its overall design, will set the stage for the   flow of the hair. Here I'm directing the guide  curves in a loop, almost matching yhe edge loops   around the mouth. You can switch between  edit mode and sculpt mode to select individual strands. This can help when you really want to  get fine control over each strand. The interpolated curves in between two guide  curves will sort of blend from one shape to another. Think of it like keyframes and the  blending in between two poses. So by linking   them up into a continuous loop we can create flow  in our fur coat. The flow of hair can be tailored   to complement the wearer's facial features for  instance hairstyles that frame the face or draw   attention to specific features can enhance  the overall appearance and realism. After this   Muppet's first grooming pass we can clearly tell  that the hair is way too long. Hair comes, naturally,   in different length but how can we control this  length in our 3D models? Well I have a couple of   practical techniques to share with you firstly  we can control the length in sculpt mode using   blender's hair tools. I like to use the grow and  shrink. Brush over the hairs to grow them and hold   control to shrink them. This is quite useful for  human hair styles. In this case the Muppet has a   fairly even hair length so why don't we use one of  Blender's hair assets to control the hair length   drag the trim hair curves on the curves object.  Then play with the settings. If you combine this   with the sculpting method the 'replace length'  should not be checked, but you could use this   node to introduce hair length variation. For now  check the 'replace length' this will set a target   length for the hair curves. When we want a bit  more control we can move this modifier to nodes   using this new feature from the drop down menu,  here. a third method could be to use a texture   map. I painted mine using the texture paint  tools in Blender. Now plug that into the length factor and set the range using a map range node.  Also, use a curve info node to find the surface   UVS to map your texture onto the model or in  this case fur. Of course we can combine these methods. Last but not least, we need to combat the  uniformness of the generated hair system in other   words we need to add variety in every way possible  that matches our reference. The quick fur operator   comes with a hair curves noise already this is a  good start to break up the evenness of the coat.   Remember that for most of the hair assets we can  use a vertex group or a texture map to control   them and that way we can introduce variation  manually. Almost every hair curves modifier has   a form of masking for example the clump hair  curves. As the name suggests this will group the   interpolated hairs into smaller clusters. The  guide mask determines a factor value for the   number of elgible guide curves. That means  some guide curves will be ignored for this  effect. This brings me to the next effect, runaway  curves could be an excellent way to break up the   uniformness of the fur coat. Add another hair  curves noise. Set the distance to a low number   like 4 mm. Adjust the scale of the noise and the  scale along each curve. Now the hairs spread out   quite a lot so we should limit this. Use a random  value node with the operation set to boolean. Use the probability slider to indicate we only  want a small number of hairs to be affected .  The curve ID from the curve info node lets you  select the entire strand instead of each point   on the strands. This is our base coat finished, but  don't be afraid to stack more hair systems on top   of each other. For example this dude has some  serious overgrown ear hairs which I can more   easily control now that they are a separate  curves object. For each hair system the same   principles apply. Of course ear hairs are not  the only thing you can think of. We could add   eyebrows, facial hair, like beards and mustaches,  or tiny hairs on the skin. To summarize we have   four elements that make up a realistic grooming:  density, length, flow, and variation. The contrast   between these attributes is what makes up a  believable hair system. First create a base   layer then add smaller hair systems on top of that.  This will make it easier to control. Stick to these   principles and you will end up with realistic  hair on your characters. There is one more thing   that could help you lift your work to higher  levels. Check out this video to learn all about it. Stay creative, till next time, ciao!
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Channel: MV ARTZ
Views: 30,290
Rating: undefined out of 5
Keywords: Blender Hair System, Realistic Fur Tutorial, Hair Grooming Tips, 3D Modeling Techniques, Blender 3D Animation, Hair and Fur Simulation, Blender Character Design, Digital Art Tutorial, Blender Animation Tips, 3D Hair Rendering, Grooming Workflow, Hair Shading Techniques, 3D Modeling Software, Blender Texture Painting, Hair Length Control, Fur Density Settings, 3D Artistry, Blender Hair Dynamics, Realistic Character Design, Blender Hair Materials
Id: rC8Qs9kLBhY
Channel Id: undefined
Length: 9min 32sec (572 seconds)
Published: Thu Aug 31 2023
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