Blender 3.3 Hair System
lilweep
Posts: 2,521
Blender implemented a new hair system for 3.3.
When I have tested it out on basic geometry like Suzanne head, the groom process is responsive and fast, but grooming hairs on a Daz figure is incredibly slow. Even if i import a base res mesh of Genesis 8 as an obj and attempt to create hair curves using the new system, it's so laggy.
Has anyone had any sucess with it?
For context:
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Didn't try it yet since it's beta. But you may try to separate the unneccessary geometry as eyes and teeth, where you probably don't want to groom hair. Also, unless you want to make a full body hair as a werewolf or a yeti, using a scalp is usually better.
Can confirm it. It's super slow and laggy.
But this is definitly a Blender issue.
Feel free to do a bug report at https://developer.blender.org/
the issue seems to be related to the amount of vertixes. if you apply e.g. a sub-d to szusanne it's also laggy.
Would it be possible to decimate the figure as a stand-in?
The following workaround is doing the trick:
- go into edit mode select the base mesh wher you want hair.
- duplicate and seperate the selected mesh.
- add to the seperated mesh a surfaceDeform modifier BEFORE the SkinBinding modifier
- use the seperated mesh as the target for the hair hair curves
well i did kind of want to do a full body hair.
the Blender Particle System (and SBH Editor in Daz too) handles this fine, and both of these are basically ancient technologies.
I think i will just stick with particle system hair for now since cant be bothered separating meshes, which isnt the best method for making full body hair grooms.