Grooming Workflows 

There is no single right way to build a groom, but most grooms follow a few well-worn patterns. This page outlines common workflows and points to the operators and tools each one relies on. Once you understand these, you can mix and adapt them to your own needs.

 

The standard surface groom 

The most common workflow grows hair on a mesh:

  1. Import the surface. See Importing and Exporting Geometry.
  2. Guides from Mesh Operator to grow sparse guides.
  3. Edit Guides Operator with the Brush Tools to shape the guides by hand.
  4. Hair from Guides Operator to generate dense hair.
  5. Styling operators such as Frizz Operator, Clump Operator, and Curl Operator.
  6. Change Width Operator to set thickness, then preview or export.

This is the workflow in Your First Groom: Grooming Basics, and the foundation for most others.

 

Fur with macro flow 

For animal fur over a large surface, lean on procedural flow rather than brushing every area:

 

Feathers, grass, and vegetation 

To build branching or instanced structures:

 

Hair on a MetaHuman 

To groom one of your Unreal Engine characters:

  • Bring the head in with the MetaHuman tool, which lists the .dna files on your machine. See MetaHuman Heads.
  • Place a scalp, eyebrows or a beard with the Graft tool and record the fit, so it applies to every MetaHuman in one click from then on.
  • Style the grafts as any groom, drive the head's expressions to check the hair stays attached, then export with Alembic Export and bind the groom to the character's face in Unreal.
 

Card and strip hair 

For stylized or real-time hair built from geometry:

 

Animation and dynamics 

To make a groom move:

 

Tips that apply everywhere 

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