Style
Length Scale, Root/Tip Width, Width Taper, Droop, Frizz, Curl Radius/Frequency/Variation, Clumping, Clump Count, and Clump Profile. All deterministic from Random Seed.
For a stylised sculpt made of big locks, Clumping around 0.6-0.8 with Clump Count in the low hundreds is the difference between loose realistic hair and a matching groom. Colour alone will not match a stylised source.
Appearance and colour
A converted groom carries no colour of its own unless you write it. Appearance > Color Source > Hair Mesh Texture (default) samples the base colour texture along each strand's UV path at conversion time.
- Leave Saturation at 1.0. Raising it is the usual cause of neon yellow hair.
- Leave Scattering Compensation at 0 unless a dense dark groom still comes out over-saturated.
- Do not assign the hair mesh's own material to the groom. Hair materials need Used With Hair Strands, the Hair shading model, and a Hair Attributes node. Leaving Hair Material empty generates a working material that reads the baked attribute.
Grooming brushes
| Tool | What it does |
|---|---|
| Select | Transform gizmo. Click a hair element to pick it up. |
| Comb | Sweeps hair the way you drag, each strand keeping its length. Parting, fringe, ponytail. |
| Grab | Drags hair bodily, length unconstrained. Will stretch if you pull far. |
| Smooth | Relaxes kinks. Hold still to keep smoothing. |
| Cut | Shortens strands. Ctrl grows them back. |
| Puff | Lifts hair off the scalp along its root normal. Ctrl presses it down. |
| Clump | Gathers strands under the brush into a lock. Local, unlike Style > Clump. |
| Noise | Breaks up a region that came out too uniform. |
Mouse wheel resizes the brush. Strokes are recorded on the recipe and replayed after style on every rebuild, so you can keep raising Strand Count without losing the part you combed. Undo Stroke and Clear Grooming sit on the main toolbar.
Stop Animate before grooming. The overlay is drawn in the groom's own space and will not line up with animated hair.