WEBVTT

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Blender 3.5 is out, and it ships with a

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bunch of built-in node group assets,

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which are aimed at a procedural hair

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grooming workflow.

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That means a lot of the tools of the old

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hair system, and much more, is now

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available for the new grooming system,

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supporting the new grooming tools.

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And even better, it's all powered by

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geometry nodes.

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But don't worry, that

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doesn't mean that you need to

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be a pro at nodes to be

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able to use the new system.

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If you prefer, you can stick to the

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modifier interface, and use all of the

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main functionality and stack operations that way.

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But if you want to take your workflow to

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the next level, you can move your system

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to the node editor and unlock the full

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potential of this node-based hair system.

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To give you a smooth entry into this new

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way of doing procedural hair grooming in

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Blender, let me give

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you an introduction of

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how to get started and

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what to watch out for.

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There is one small disclaimer that I want

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to give right away though.

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Although the idea is to replace the old

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hair system in we are not quite there yet.

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The focus so far has been on static use

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cases, so simulation hasn't been added yet.

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Full support for hair dynamics is another

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target for another Blender release.

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So keep that in mind if

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you're already looking

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to replace the old hair

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system in your workflow.

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But that said, let me show you a little

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bit of what the new system can do already.

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The new node-based system is a lot more

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modular than the old system was.

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That means, instead of having a lot of

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parameters in one big list, whether you

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need them or not, and with no way of

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extending the functionality yourself,

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the new system is based on individual

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modular building blocks.

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You can combine and stack them however you need.

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And the fact that everything is using

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geometry nodes means that if you know your

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way around them, you

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can build all sorts of custom

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operations to what exactly

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you need them to do.

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The setup for building blocks can be found

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in the asset browser.

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They are node group

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assets in the new built-in

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essentials library that

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ships with Blender now.

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They can be added either as modifiers

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directly on your hair object, or for full

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control as nodes in your geometry nodes

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node tree.

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Here you can also find

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them just as any regular

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node in the add menu

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under the hair category.

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You can see that they're organized in

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different subcategories.

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Deformation for general operations that

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deform the individual hair curves.

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Generation for operations

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that create new hair

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curves, either from an

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existing base or from scratch.

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Guides for operations that

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enable a workflow based on

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guide curves that other

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curves are deformed around.

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Read for nodes to retrieve data from the

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hair curve in the geometry nodes setup.

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Utility for general utility operations hair curves.

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And write, which currently

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only contains one operation

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to set the thickness of the

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hair curves with a profile.

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Some of these help you to

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have an easier time when you're

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building your own hair

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operations using geometry nodes.

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But most of them are

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meant to be usable

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directly as they are in

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your grooming workflow.

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The fact that these are individual

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operations now rather than one big block

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means that you can add

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multiple of them and add them in

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any order that makes sense

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for your specific use case.

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And that allows for a whole lot of flexibility.

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But how do we actually now go ahead and use

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these new tools for a grooming workflow?

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If you're starting from an existing base

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that you manually groomed the easiest way

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to add these procedural operations is by

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dragging them directly from the asset

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browser onto the curves object in the 3d viewport.

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They are then added as

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modifiers in the modifier stack where

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you can adjust and tweak

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the settings in the familiar way.

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Some of the modifiers

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require you to set the

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surface object and the

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UV map to work properly.

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For example the interpolate hair curves

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modifier which interpolates the existing

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hair curves over a surface mesh with a

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certain density.

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This workflow is quite similar to the

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interpolated children in the old hair system.

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One way of giving yourself

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a head start when starting

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from scratch is to just

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use the quick fur operator.

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You can find it in the add menu under the

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curves category.

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Just make sure to have the object to

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receive the fur set as active and it will

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flood the mesh surface with new hair curves.

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You can tweak some basic

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settings in the redo panel,

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but all of this is now

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using the new hair system.

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So the building blocks of the essentials

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bundle are added in the modifier stack.

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There you can tweak all the parameters of

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the procedural setup like the density and

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the scale of the noise deformation for example.

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Something that's super important when

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you're working with hair is to have a

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setup where you can select specific guide

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curves that the others are deformed around.

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For example for clumping, braiding and curls.

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When using the

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interpolation workflow there's

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already a set of selected

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guides for each curve.

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So when you're adding another operation

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like clumping or curling for example,

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this guide map can automatically be used.

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You can see here that when I'm in curve

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sculpt mode, I see the overlay of the

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original curves, which are the guides,

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and when I move these around you can see

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how the clumps are exactly matching the

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guide curves.

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If instead I want to create a new guide

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map and not rely on the previous guides,

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I can just disable the existing guide map

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toggle and create a new one on the fly.

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Whenever a new guide map is created,

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it will propagate to the operations after.

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To get more granular control of how this

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guide mapping works, you can either use a

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create guide index map

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modifier or get another layer

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of control if you're

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working with nodes directly.

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But yes, so that means that

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finally you can do multiple

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layers of clumping with

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the different granular levels.

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Whenever the modifier workflow is not

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enough to give you the flexibility that

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you need, you can just move your existing

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modifier to a node tree.

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There's a new operator that allows you to

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do that by just simply going to the drop

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down menu here and running the move to

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nodes operator.

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This will wrap your existing modifier in a

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separate node tree that just contains your

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one node of that

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modifier and now you can

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connect anything to

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the inputs that you need.

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This is a very convenient workflow of

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starting with simple modifier setups and

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then whenever you need more flexibility,

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move everything to nodes.

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And whatever kind of setup you're

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creating, because everything is based

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around the new curves

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type, you can always just

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apply the modifier and

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then it's real geometry.

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That means if you're happy with your

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procedural result, but you want to make

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small tweaks here and

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there you can't quite do in

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a procedural way, just

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apply and tweak it manually.

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By default your hair curves do deform with

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the underlying surface, but full hair

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dynamics in terms of simulation are not

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supported yet.

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And that is about as far as I want to take

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it in this introduction video,

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but there's another video that you can

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watch where I'm walking you through the

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process of creating this procedural first

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setup of a fuzzy highland cow.

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Check that out and get

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a more slowly paced and

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detailed explanation of

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how to use the new nodes.

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Bye for now.
