Generate Hair Curves¶
The Generate Hair Curves node procedurally creates new hair curves on the surface of a mesh. It generates curves from scratch at sampled point locations rather than using existing hair data. For cases where curves should interpolate or follow existing guides, use the Interpolate Hair Curves node instead.
Note
This node or modifier requires valid Surface geometry or object inputs, along with a Surface UV Map, to function properly.
Inputs¶
- Surface Input Type
Determines how the surface data is provided for interpolation.
- Object:
Use an object reference to provide the surface.
- Geometry:
Use a geometry input directly connected to the surface mesh.
- Surface
The surface object used for generation. Its transforms must match those of the modifier object to ensure correct placement.
- Surface UV Map
The UV map used to determine the root positions of the hair curves on the surface mesh.
- Surface Rest Position
When enabled, sets the surface mesh to its rest position before generating the hair curves. This ensures consistent attachment locations when deforming the surface later.
Tip
When combining this node with Deform Curves on Surface, enable Surface Rest Position if the deformation node follows this one in the modifier stack, so the generation uses pre-deformed surface positions.
- Hair Length
The length of the generated hair curves.
- Hair Material
The material assigned to the generated hair curves.
- Control Points
The number of control points used for each generated curve. More points allow smoother deformations and finer control.
Distribution¶
- Distribution Method
Determines how the root points are distributed across the surface.
- Random:
Places points randomly on the surface.
- Poisson Disk:
Uses a Poisson disk distribution to ensure a minimum spacing between points. See Distribute Points on Faces for more details.
- Density
Controls the number of generated hair curves per surface area. Higher values produce denser hair coverage.
- Density Mask
A scalar factor that modulates the density across the surface. This allows certain regions to have more or fewer generated curves.
- Mask Texture
An image texture used to discard curves based on pixel values sampled with the Surface UV Map input. White areas retain curves, while black areas remove them.
Tip
The accuracy of the Mask Texture is independent of the mesh vertex density, since it is evaluated after the root points are distributed. However, using the Density Mask input instead can improve performance, and combining both provides flexibility and efficiency.
- Viewport Amount
A factor applied to reduce curve density in the viewport for better performance, without affecting the final render.
- Seed
Sets the random seed for the distribution process. Changing this value alters the pattern of generated curves while maintaining the same parameters.
Outputs¶
- Geometry
The output geometry containing the generated hair curves.
- Curves
A separate output of the generated curve data for further processing or inspection.
- Surface Normal
The surface normal direction at each curve’s attachment point.