Adding Hair to Objects
Once you have a base mesh in the scene, there are two ways to start growing hair on it: apply a ready-made groom preset, or build a groom from scratch with operators. This page covers getting started; the individual creation operators are documented on their own pages.
Import a base mesh first
Hair grows from a surface, so begin by importing the mesh you want to add hair to. See Importing and Exporting Geometry. Select that object before adding hair, so the new groom is attached to it.
Starting from a groom preset
The quickest way to add hair is to apply a preset. With your base object selected, use Groom Preset... to open the Select Groom dialog, which shows the available grooms as thumbnails. The list is filtered to grooms that suit the current selection - for example, surface grooms when a mesh is selected - so you only see presets that will work. Pick one and it is applied to your object, giving you a complete starting groom you can then refine. See Grooms Browser and Template Grooms.
You can also start a whole new document from a template with File > New from Template. See Saving and Loading Grooms.
Building a groom from operators
To build a groom yourself, add creation operators to the object's stack. A typical starting point is:
- Guides from Mesh Operator to grow guides on the surface.
- Hair from Guides Operator to interpolate dense hair from those guides.
From there you add styling operators. See The Operator Stack and Basic Ornatrix Concepts for the overall workflow.
Grafting a groom onto part of a surface
To place a complete, self-contained groom onto a specific area of an existing surface - useful for patches of fur or distinct regions - use a graft groom. See Graft Grooms.


