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Hair System Roadmap

13

Lukas Toenne is updating Blender's hair system for the Gooseberry project.

The Blender hair system will get a number of improvements for the Gooseberry project. Especially the hair dynamics have to be improved and integrated better into the set of artistic tools to allow animators to control and tweak the hair system efficiently. We have a number of goals that should make hair modelling and simulation into a more flexible and helpful tool.

https://www.youtube.com/watch?v=1zdgV_oiJMU#t=48

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

13 Comments

  1. Nice! Looking great! The particle/hair system needs a bit of work. Will this be integrated into a new node-based particle system?

    • I would imagine by playing with stiffness and weight settings you could achieve these types of effects., and I suspect Gooseberry has plans to WOW us with this new hair system.

  2. Excellent work by the Gooseberry and blender team! it would be nice to see more improvements in blender's particle system as we can already make some amazing things with it. some things like being able to toggle the particle emitter on and off and the return of reactor particles would make it even better! one miracle at a time I guess. :)

    • Have you tried faking reactor particles using dynamic paint? It may not be suitable for every application, but it should work.

      • Yah, I considered using that as a work around for reactor particles but my main problem is turning the emitter on and off (in my case I need it to be controlled by a driver, but maybe I can control it through vertex groups similarly). thanks for the advice.

  3. I just want the particle system to don't crash my poor CUDA. Even with 100 strands, if they are on different objects, the preview can't go beyond 4 or 5 passes and Blender closes itself too. Maybe I'm doing something wrong because I'm learning from trial and error but it bugs me that it can't render more than 1 or 2 objects safely sharing the same particle system without a crash. Using 64bits version by the way.

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