The hair design was re-visited in February 2021 to check if it is still aligned with the geometry-nodes design. The design is still compatible.
This adds a new object type (hair) that can receive its own modifiers and be groomed. It also adds a new geometry data-set that can be combined with the regular mesh and point clouds in the same nodetree.
The hair object uses a reference surface (commonly known as scalp) for interpolation and grooming. The relation between the hair and the scalp is similar to the armature and the mesh object. The hair root is mapped in relation to the scalp if the scalp is available.
There are different pipelines to work with hair. From fully procedural to a mixed approach combining initial distribution:
- 100% procedural
- Mixed and destructive
- Non-destructive grooming
Generate hair and deform it 100% in the nodes.
- What happens when you join different hair objects with different scalps.
Mixed and destructive
Start procedural + apply + grooming + nodes.
For this the user starts with the "Hair Object Type" so the initial procedural nodes can be applied.
- It can still use a scalp for reference.
- The scalp is useful for grooming and transforms.
- The imported hair can still be groomed and have nodes.
Start procedural + [ bake / freeze ] + grooming + nodes' When unfreezing the grooming is lost.
If the user wants to tweak the distribution of hair after started to grooming they will loose all the grooming.
This is no different than mesh editing. And it will become more evident once procedural modeling is better supported. That means the same solution should serve both systems.