arjun988/blender-skills

hair-groom

Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows.

Quelltext ansehen

Verwendung

  1. Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
  2. Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
  3. Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/arjun988/blender-skills --skill hair-groom

Vor dem Start

  • Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
  • Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Originales Skill-Dokument

Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.

Hair Groom

Believable hair flow. Scalp coverage. Cards for games. Curves/particles for cinematic.

When to Use

  • Character scalp hair, beards, brows
  • Creature fur / mane / whiskers
  • Game hair-card generation and placement
  • Cinematic curve/particle grooms

Path Decision

Target = Game / real-time  → Hair cards (+ optional proxy curves)
Target = Cinematic        → Curves or particle hair + materials
Target = Both             → High groom → bake cards / textures

Workflow (Game Cards)

Scalp mesh → Guide curves → Card strips along flow
  → Atlas UVs → Alpha/normal hair texture → LOD cards → Export

Workflow (Cinematic)

Scalp → Particle/curve groom → Clump/frizz/noise
  → Hair shader (melanin/roughness) → Render test → Cache if needed

Groom Principles

  1. Flow first — Primary direction before flyaways
  2. Density hierarchy — Dense roots, controlled tips
  3. Clumps — Hair reads as groups, not spaghetti
  4. Silhouette — Outer shape more important than strand count
  5. Scalp bleed — Avoid bald patches at hairline

Card Guidelines

LODCards (guide)Notes
Hero close-up80–200Layered shells
Standard30–80Main masses
Distant8–20Cap + few strips
  • Name: SM_HairCard_[Region]
  • Atlas: T_Hair_[Name]_RGBA (alpha in A)
  • Prefer opacity clip or hashed for Eevee preview

Naming

  • Guides: CRV_HairGuide_[Region]
  • Cards: SM_HairCard_[Region]
  • Collection: COL_Hair_[Character]

Constraints

MUST DO

  • Establish hairline and parting early
  • Match card UVs to atlas layout
  • Test silhouette from game camera angles

MUST NOT DO

  • Uniform card width everywhere
  • Skip root density near scalp
  • Over-detail flyaways before primary masses

Reference Guide

TopicReferenceLoad When
Hair Card Atlasreferences/hair-card-atlas.mdWhen needed
Groom Flow Regionsreferences/groom-flow-regions.mdWhen needed
Cinematic Vs Gamereferences/cinematic-vs-game.mdWhen needed

Verwandte Aufgaben

aus demselben Repository

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