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:
- Import the surface. See Importing and Exporting Geometry.
- Guides from Mesh Operator to grow sparse guides.
- Edit Guides Operator with the Brush Tools to shape the guides by hand.
- Hair from Guides Operator to generate dense hair.
- Styling operators such as Frizz Operator, Clump Operator, and Curl Operator.
- 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:
- Use the Surface Comb Operator with the Surface Comb Tool to direct flow across the body with sinks.
- Define partings with the Hair Parting Tool.
- Add Clump Operator and Frizz Operator for clumping and break-up.
- Vary length and density with maps and channels via the Generate Strand Data Operator.
Feathers, grass, and vegetation
To build branching or instanced structures:
- Use the Propagation Operator to grow strands out of strands, assigning a strand group at each level.
- Use the Scatter Operator to instance a reference shape (a feather, a blade) across a groom.
- Use the Multiplier Operator to add density.
Card and strip hair
For stylized or real-time hair built from geometry:
- Model strips and use Hair from Mesh Strips Operator to grow hair across them.
- Set facing with Rotating Strands and convert to geometry with Mesh from Strands.
Animation and dynamics
To make a groom move:
- Drive dense hair with a few simulated guides via Adopt External Guides.
- Simulate with the Moov Physics Operator, or fake motion with the Oscillator Operator.
- Cache the result with Animation Cache Operator for fast playback, and bake where needed.
Tips that apply everywhere
- Keep guides sparse and even for the best interpolation.
- Work at a light hair count and detail, then raise them for output. See Detail Operator and Hair and Guide Viewport Display.
- Use strand groups and strand channels to target and vary effects.
- Save often, and use Hold and Fetch to experiment safely.
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