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Guys is it possible to create a fluffy fur with the new geometry nodes? I've try it and it always end up like my baby pinguin had a beard hair on it.

If some one have a tip or something I would it appreciate

enter image description here

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  • $\begingroup$ there are tutorials about the new hair systems on yt....e.g. Johnny Matthews makes pretty nice and easy to undertstand tutorials $\endgroup$
    – Chris
    Nov 9, 2022 at 16:01
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    $\begingroup$ @Chris maybe you can answer this easily, is it better to go back to the old particle system for brownian motion or children -> kink, clumping, etc or is there a better way to produce those behaviors in GN? $\endgroup$ Nov 9, 2022 at 17:59
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    $\begingroup$ @AllenSimpson: unfortunately i never tried out the new hair system...had no time ...sorry :( and if you didn't waste your time on Nodevember and upload every day a new video you would have time to try out....(that was a jooooooooke) 😁🤷🏻‍♂️ $\endgroup$
    – Chris
    Nov 9, 2022 at 18:31
  • $\begingroup$ blender.stackexchange.com/a/202061/110840 $\endgroup$ Nov 9, 2022 at 21:56

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For fluffy fur need to make the hair curly and the tips thin:

fluffy fur ball

In the old Particle System this can be done by setting a low number for the Brownian value as you can see here: How can I make the particle systems look more like fur?

For the new Curves hair in Blender 3.3, such a setting does not exist yet. But you can add it relatively easily by Geometry Nodes. Here is the Hair Noise modifier, taken from the Einar demo file:

hair noise

Then add another Geometry Nodes modifier (Hair thickness) to the Curves object to control the thickness. Make the roots thicker than the tips. In the example, the values 0.004 and 0.00008 are used. The modifier is shown here: 3.3 Geo nodes, Hair Curves. How to make the thickness have a tapered tip?. Also, make sure you have the Important Setting for the Viewport and Eevee as shown in the linked question.

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