Cards Tab
The Cards tab generates polygon hair cards from your strand-based hair for use in game engines. It includes automatic clustering, UV mapping, LOD generation, and texture baking using Cycles.
What It Does
The Cards tab provides:
- Card generation - Convert strands to polygon cards
- Automatic clustering - Group nearby strands
- UV mapping - Automatic atlas packing
- Texture baking - Diffuse, alpha, normal, flow maps
- LOD generation - Multiple detail levels
- Export - OBJ, FBX, glTF formats
Think of it as converting your high-quality strand hair into game-ready polygon cards with baked textures.
Card Generation
Target Card Count
Number of hair cards to generate:
- Range: 10-500, default 100
- More cards = more detail, higher poly count
- Fewer cards = better performance
- Typical range: 50-200 for characters
Card Shape
Flat
- Simple flat polygons
- Fastest to render
- Good for straight hair
- Most common for games
Curved
- Cards follow strand curvature
- More realistic for wavy/curly hair
- Slightly higher poly count
- Better silhouette
Shell
- Multiple layers for volume
- Best for dense, voluminous hair
- Highest poly count
- Film-quality look
Card Width
Width of each card in world units:
- Range: 0.005-0.1, default 0.02
- Wider cards = fewer needed
- Narrower cards = more detail
- Match to your character scale
Curvature
Amount of curvature for curved cards:
- Range: 0.0-1.0, default 0.3
- Only applies to Curved shape
- 0.0 = flat, 1.0 = maximum curve
- Adjust based on hair style
Segments
Length Segments
- Subdivisions along card length
- Range: 2-16, default 8
- More = smoother curves, higher poly
- Fewer = better performance
Width Segments
- Subdivisions across card width
- Range: 1-4, default 1
- Usually keep at 1
- Increase for special effects
Clustering
Auto Cluster
Automatically determine cluster count:
- Enabled by default
- Groups nearby strands into cards
- Uses Cluster Radius to determine grouping
- Disable for manual cluster count
Cluster Radius
Maximum radius for grouping strands:
- Range: 0.01-0.2, default 0.05
- Smaller = more cards, more detail
- Larger = fewer cards, better performance
- Adjust based on hair density
Flyaways
Include Flyaways
Generate separate cards for short flyaway strands:
- Enabled by default
- Adds realism with stray hairs
- Minimal performance cost
- Recommended for most styles
Flyaway Cards
Number of flyaway cards to generate:
- Range: 0-50, default 20
- More = more detail
- Fewer = cleaner look
- 15-25 is typical
LOD (Level of Detail)
Generate LODs
Create multiple detail levels:
- Enabled by default
- LOD0 = full detail
- LOD1, LOD2, etc. = reduced detail
- Essential for game performance
LOD Levels
Number of LOD levels to generate:
- Range: 1-5, default 3
- LOD0 = 100% cards
- LOD1 = ~50% cards
- LOD2 = ~25% cards
- More levels = better distance optimization
Texture Baking
Atlas Size
Texture resolution:
- 512 - Low quality, mobile
- 1024 - Medium quality
- 2048 - High quality (default)
- 4096 - Ultra quality, film
UV Padding
Padding between UV islands in pixels:
- Range: 1-16, default 4
- Prevents texture bleeding
- Increase if you see artifacts
- 4-8 is typical
Maps to Bake
Diffuse/Color
- Hair color texture
- Baked using Cycles
- Essential for realistic look
Alpha/Opacity
- Strand opacity mask
- White = opaque, black = transparent
- Required for card transparency
Normal Map
- Adds depth illusion
- Makes flat cards look 3D
- Recommended for quality
Flow/Direction Map
- Hair flow direction for anisotropic highlights
- Red/Green channels encode direction
- Essential for realistic specular
Ambient Occlusion
- Self-shadowing
- Slower to bake
- Optional, adds depth
ID Map
- Random color per strand
- For variation in shader
- Optional
Render Settings
Samples
- Cycles render samples for baking
- Range: 16-512, default 64
- More = cleaner, slower
- 64-128 is typical
Strand Width (px)
- Strand width in texture pixels
- Range: 1-8, default 2
- Thicker = more visible, less detail
- Thinner = more detail, may alias
Output Path
Directory for baked textures:
- Default:
//textures/hair_cards/ //= relative to .blend file- Click Browse to change
- Creates directory if needed
Export
Export Format
OBJ
- Universal format
- Simple, widely supported
- No animation support
FBX
- Industry standard
- Supports materials
- Good for Unity, Unreal
glTF
- Modern format
- Web-friendly
- Good for web games
Export Options
Include Textures
- Copy baked textures to export folder
- Enabled by default
- Keeps everything together
Create Material
- Generate material with baked textures
- Enabled by default
- Ready to use in engine
Export LODs Separately
- Each LOD as separate file
- Enabled by default
- Easier to manage in engine
Workflow
Basic Card Generation
- Style Your Hair
- Complete all styling in FollicleFX
- Apply all modifiers
- Preview looks good
- Set Card Count
- Start with 100 cards
- Adjust based on complexity
- More cards for complex styles
- Generate Cards
- Click "Generate Hair Cards"
- Wait for generation
- Cards appear in Blender
- Review
- Check card coverage
- Verify no gaps
- Adjust settings if needed
Texture Baking Workflow
- Generate Cards First
- Must have cards before baking
- Ensure cards look good
- Choose Maps
- Enable Diffuse, Alpha, Normal, Flow
- Disable AO and ID for speed
- Select atlas size (2048 recommended)
- Set Output Path
- Choose texture directory
- Use relative path (
//)
- Bake
- Click "Bake Textures (Cycles)"
- Wait for baking (can take minutes)
- Textures saved to output path
- Review Textures
- Check textures in Image Editor
- Verify no artifacts
- Rebake if needed
Game Engine Export
- Generate and Bake
- Complete card generation
- Bake all needed textures
- Choose Format
- FBX for Unity/Unreal
- glTF for web
- OBJ for other engines
- Export
- Click "Export All"
- Includes mesh and textures
- LODs exported separately
- Import to Engine
- Import mesh files
- Import textures
- Set up material
- Assign LODs
Tips for Best Results
Card Count
Low Poly (Mobile):
- 30-50 cards
- Simple shapes
- LOD0 only
Medium (Console):
- 80-120 cards
- Include flyaways
- 2-3 LOD levels
High Quality (PC):
- 150-250 cards
- Curved cards
- 3-4 LOD levels
Texture Resolution
Mobile:
- 512-1024
- Diffuse + Alpha only
- Skip normal/flow
Console:
- 1024-2048
- Diffuse + Alpha + Normal
- Optional flow
PC:
- 2048-4096
- All maps
- High sample count
Clustering
Dense Hair:
- Smaller cluster radius (0.03-0.04)
- More cards
- Better coverage
Sparse Hair:
- Larger cluster radius (0.06-0.08)
- Fewer cards
- Cleaner look
Common Issues
Cards Have Gaps
- Increase card count
- Decrease cluster radius
- Check source strand density
Cards Too Thick
- Reduce card width
- Increase card count
- Use narrower clustering
Textures Look Blurry
- Increase atlas size
- Increase bake samples
- Check UV padding
Baking Takes Forever
- Reduce atlas size
- Reduce sample count
- Disable AO and ID maps
- Use fewer cards
Cards Don't Match Hair
- Regenerate cards
- Check all modifiers applied
- Verify strand visibility
Export Fails
- Check output path exists
- Verify cards generated
- Try different format
Performance Optimization
For Mobile:
- 30-50 cards
- 512-1024 textures
- Flat card shape
- No LODs (or 1 LOD)
- Diffuse + Alpha only
For Console:
- 80-120 cards
- 1024-2048 textures
- Flat or Curved
- 2-3 LODs
- Diffuse + Alpha + Normal
For PC:
- 150-250 cards
- 2048-4096 textures
- Curved or Shell
- 3-4 LODs
- All maps
Technical Notes
- Cards are generated using strand clustering
- UV atlas uses automatic packing
- Baking uses Cycles render engine
- Flow maps encode direction in RG channels
- LODs reduce card count by ~50% per level
- All operations are GPU-accelerated when possible
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