Display Tab
The Display tab controls how hair appears in the Blender viewport. It handles visualization, colors, shading, and performance settings for real-time preview.
What It Does
The Display tab provides:
- Viewport display - Control strand visibility and thickness
- Color modes - Various ways to color hair
- Shading options - Solid, Material Preview, Rendered modes
- Performance settings - GPU acceleration and LOD
- Debug tools - Normals, bounds, statistics
Think of it as your control center for how hair looks while you're working on it.
Viewport Display
Display %
- Percentage of strands to show in viewport
- Range: 1-100%, default 100%
- Lower values for faster viewport performance
- Affects viewport only, not final render
- Example: 50% shows half the strands
Thickness
- Viewport strand thickness in pixels
- Range: 0.1-10.0, default 1.0
- Purely visual - doesn't affect actual hair width
- Increase for better visibility
- Decrease for more accurate preview
Steps
- Subdivision steps for smoother curves
- Range: 1-10, default 3
- Higher = smoother curves, slower viewport
- Lower = faster, more angular
- Doesn't affect final render quality
Color Modes
Material
- Use uniform hair color
- Shows base color set below
- Fast and simple
- Good for basic preview
Random
- Random color per strand
- Useful for seeing individual strands
- Good for debugging clumping
- Each strand gets unique color
Clump ID
- Color by clump assignment
- Shows which strands belong to which clump
- Essential for debugging Clumping modifier
- Each clump gets unique color
Length
- Color by strand length
- Short strands = one color, long = another
- Useful for checking length variation
- Gradient from short to long
Root to Tip
- Gradient from root color to tip color
- Shows strand direction
- Good for checking flow
- Uses base color and tip color
UV Coordinates
- Color by UV position on scalp
- Shows UV layout
- Useful for texture mapping
- Red = U axis, Green = V axis
Base Colors
Base Color Button
- Click to open color picker
- Sets primary hair color
- Used in Material and Root to Tip modes
- Saved with scene
Tip Color Button
- Click to open color picker
- Sets tip color for gradients
- Used in Root to Tip mode
- Creates natural color variation
Color Presets
- Quick access to common hair colors:
- Brown - Natural brown hair
- Black - Deep black hair
- Blonde - Golden blonde
- Red - Auburn/red hair
- Gray - Silver gray
- White - Platinum white
- Click any preset to apply instantly
Apply Clump Colors Button
- Manually apply clump ID coloring
- Same as Clump ID color mode
- Useful for debugging
Visibility
Show Guides
- Toggle guide curve visibility
- Enabled by default
- Guides shown in viewport only
- Never rendered
Show Strands
- Toggle generated strand visibility
- Enabled by default
- Strands shown in viewport and render
Show Root Points
- Highlight strand root positions
- Disabled by default
- Useful for checking distribution
- Shows dots at strand origins
Show Clump Centers
- Show clump center points
- Disabled by default
- Useful for debugging clumping
- Shows where clump centers are
Shading
Shading Mode Buttons
- Solid - Fast, flat colors
- Material - Shows specular highlights
- Rendered - Full quality preview
Use Preview Shader
- Enable custom hair preview shader
- Adds Kajiya-Kay specular highlights
- Works in Solid mode
- Disabled by default
Specular
- Hair specular highlight intensity
- Range: 0.0-1.0, default 0.5
- Only with Preview Shader enabled
- Higher = shinier hair
Roughness
- Hair surface roughness
- Range: 0.0-1.0, default 0.4
- Only with Preview Shader enabled
- Lower = shinier, higher = matte
Shader Thickness
- Strand thickness multiplier for shader
- Range: 0.5-4.0, default 1.0
- Only with Preview Shader enabled
- Visual only, doesn't affect geometry
Antialiasing
- Smooth hair edges in shader
- Enabled by default
- Only with Preview Shader enabled
- Reduces jagged edges
Performance
GPU Info
- Shows detected GPU
- Indicates if CUDA is available
- Updates automatically
Strand Count
- Shows current strand count
- Updates when hair regenerates
- Useful for performance monitoring
GPU Acceleration (Vectorized)
- Use GPU-accelerated numpy operations
- Enabled by default
- 5-10x speedup for modifiers
- Automatically falls back to CPU if unavailable
Max Strands
- Maximum strands to generate
- Range: 1,000-500,000, default 50,000
- Caps total strand count
- Prevents accidental performance issues
- Example: Density map may request 100k, but this caps at 50k
LOD Distance
- Distance at which to reduce detail
- Range: 1.0-100.0, default 20.0
- Farther objects get fewer strands
- Not yet fully implemented
GPU Instancing
- Use GPU instancing for rendering
- Enabled by default
- Better performance for many strands
- Recommended to keep enabled
Debug
Debug Mode
- Enable debug information
- Shows additional data in viewport
- Useful for troubleshooting
Show Normals
- Display strand normal vectors
- Shows direction of each strand
- Useful for checking orientation
Show Bounds
- Display bounding box
- Shows hair system extents
- Useful for checking size
Stats Label
- Shows strand, CV, and guide counts
- Updates with "Refresh Stats" button
- Format: "Strands: X | CVs: Y | Guides: Z"
Refresh Stats Button
- Manually update statistics
- Counts current hair data
- Use after regenerating hair
Common Workflows
Basic Viewport Setup
- Set Display % to 100%
- Set Thickness to 1.0
- Choose Material color mode
- Pick a base color preset
- Enable Show Guides and Show Strands
Performance Optimization
- Reduce Display % to 50% or less
- Reduce Thickness to 0.5
- Reduce Steps to 2
- Disable Show Guides if not needed
- Enable GPU Acceleration
Debugging Clumping
- Set color mode to Clump ID
- Enable Show Clump Centers
- Each clump shows unique color
- Verify clump assignments
Checking Distribution
- Enable Show Root Points
- Zoom in on scalp surface
- Verify even distribution
- Check for gaps or clusters
Realistic Preview
- Switch to Material Preview mode
- Enable Use Preview Shader
- Set Specular to 0.5
- Set Roughness to 0.4
- Enable Antialiasing
Color Mode Tips
For Styling:
- Use Material mode with natural color
- Easier to see overall shape
- Less distracting than random colors
For Debugging:
- Use Clump ID to check clumping
- Use Random to see individual strands
- Use Length to check variation
For Texture Work:
- Use UV Coordinates to check UV layout
- Helps plan texture painting
- Shows UV seams
For Direction:
- Use Root to Tip gradient
- Shows flow direction
- Helps verify Flow Direction modifier
Performance Tips
For Smooth Viewport:
- Keep Display % at 50% or less during styling
- Increase to 100% for final preview
- Reduce Thickness for dense hair
- Lower Steps to 2 for faster redraw
For Dense Hair (50k+ strands):
- Display % at 25-50%
- GPU Acceleration enabled
- GPU Instancing enabled
- Consider reducing Max Strands
For Slow Computers:
- Display % at 25%
- Steps at 2
- Thickness at 0.5
- Disable Show Guides
- Reduce Max Strands to 25,000
Common Issues
Hair Looks Jagged
- Increase Steps to 4-5
- Enable Antialiasing (if using Preview Shader)
- Check viewport sampling settings
Can't See Hair Color
- Check color mode is set correctly
- Verify base color is not black
- Switch viewport shading mode
- Try Material Preview mode
Viewport is Slow
- Reduce Display %
- Reduce Steps
- Disable Preview Shader
- Check strand count (may be too high)
Hair Disappears
- Check Show Strands is enabled
- Verify Display % is not 0
- Check hair is not hidden in outliner
- Regenerate hair if needed
Colors Don't Match Render
- Viewport colors are preview only
- Set up proper hair material for rendering
- Use Material Preview mode for better preview
- Rendered mode shows final result
Technical Notes
- Display settings are per-scene
- Colors are stored as object properties
- GPU Acceleration uses vectorized numpy
- Preview Shader uses custom GLSL
- Strand count updates on regeneration
- All settings saved with Blender file
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