Hair from Mesh Strips Operator 

The Hair from Mesh Strips operator generates hair along flat or tubular polygon strips. Instead of growing hair from a surface, it grows it across mesh strips you model and place by hand, which gives precise, art-directed control over flow and shape. It is well suited to stylized hair, card-based hair, and grooms where you want to lay out the major shapes as geometry.

 

How it works 

Hairs are generated across each strip, growing from one edge toward the opposite edge. By default they follow the longest boundary of the strip, and you can set the starting edge per strip when you need a specific direction. You can use a single strip, many strips in one object, or several strip objects together.

 

Editing strips 

The strips are ordinary polygon geometry, so you can move, deform, and edit them in the scene, and the generated hair updates to follow. This makes it easy to block out a hairstyle as simple ribbons and then refine the flow by editing the strips.

 

Combining with other operators 

Hair from Mesh Strips produces hair, so you can layer styling operators above it just as with any other hair source. To edit the generated strands as guides - for example to brush them with the Edit Guides Operator - convert them first with Guides from Hair Operator. Per-strip controls also let you assign strand groups, which you can then target with other operators. See Working with Strand Groups.

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