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Blender 3.3.0 Hair - How to use emitter's UV mapped texture for coloring hair splines?

There is no way to transfer texture from shader to geometry and another shader, but there is a way to add same texture to geometry and achieve the result Blend file here
0 votes

Geometry Nodes, Hair, and UV Unwrap: How to make UV alpha cards along a strand

You can use curve info node, without converting to mesh. Intercept - The point along the strand (1 at the tip and 0 at the root). Combining it with random, you can set 2D map
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Geometry Nodes, Hair, and UV Unwrap: How to make UV alpha cards along a strand

What you can do is construct the uv map from the factor of the hair and profile curves to get a square uv in the 0-1 range, and then it's possible to remap that range by scaling and moving it. So ...
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1 vote
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hair balding when i render it

The difference comes from the fact that hair diameter is hadled differently between Eevee and Cycles, and Viewport rendering is Eevee based. In Cycles you can set the scale of the diamater in the Hair ...
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Physics in Blender 3.3 Hair System?

you can rig it and even add cloth physic, all the required geonodes are in the Einar - hair grooming file. https://studio.blender.org/films/heist/gallery/?asset=6072 Weight painting them is a pain ...
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Why can't I convert curves to mesh?

I found out how to make everyone you selected active. After you selected them you have to go and right click with the mouse on one of the selected objects on the scene collection tab (the one on the ...
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Physics in Blender 3.3 Hair System?

I can't find anything about this too... So far, the new hair system works good for nothing more than still renders unless you convert it into a particle system.
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How to orient objects to face towards another object in geometry nodes

With Geometry Nodes, having instances that face a particular object like an empty has become significantly easier. Here is the setup
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2 votes
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What is the best way to make swirl hair with modeling?

You can create a base mesh for the swirls by using Skin modifier along with Subdivision Surface modifier: Starting with a vertex, extrude it several times to make the swirl shape: Then add both ...
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Hair is always sideways

I ran into this problem last night on Blender 3.2.1. No matter what I did, I couldn't get the hair pointing up, yet it would work in a brand new file. My problem was that I'd introduced the hair half ...
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Blender 3.3 Hair - how to scale hair with Geometry Nodes?

Since the curves here consist of several points, you would have to include all points in a uniform scaling. You can solve this as follows: First you multiply the index of the spline with the number ...
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1 vote
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Blender 3.3 Hair - how to set random hair length with Geometry Nodes?

If you want to scale the hair differently along the normals of the surface, you can use the following solution: Here I use Object Info and ...
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1 vote

Blender 3.3 Invalid UV Map with Hair Curve object

When you have an object selected and go to Add mesh > Curves > Empty Hair, what it does under the hood is: add an empty curve object; set it as child of the object you had selected; add a ...
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Cannot Keyframe Randomize Rotation Value in Particle System

Since hair is - other than particles - initialized on the first frame with the given values and has no times to start and end "emitting", the animated rotation is not taken into account. If ...
2 votes

Hair is opaque when rendered

I suppose that you have set way more particles in render then viewport and in this case, either decrease child particles for render or add more Transparent passes, 64 is not enough.
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1 vote
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How to keep the color of hair particles after converting to a mesh

When you click Convert to Mesh on the Particle Modifier to generate the hair, a new object is created with no material applied to it. So the first step to get the color on them would be to add the ...
0 votes

How to use shrink wrap to create vertex group?

This looks like a place for the Vertex Weight Proximity modifier, aimed at the Shrinkwrapped features. Possibly followed up with a Vertex Weight Edit modifier, to fill holes, define edges.
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