FollicleFX Workflow Overview
This guide explains the complete FollicleFX workflow from start to finish. Understanding this workflow will help you create professional hair efficiently.
The Four-Stage Workflow
FollicleFX follows a clear, logical workflow:
1. GUIDES → 2. PRIMITIVE → 3. MODIFIERS → 4. DISPLAY
Each stage builds on the previous one. Let's explore each stage in detail.
Stage 1: Guides
What: Create sparse guide curves that define hair flow
Why: Guides are the foundation of your hair. They tell FollicleFX where hair grows, which direction it flows, and how long it is.
How Many: Typically 50-500 guides (sparse)
Think of it as: The "skeleton" or "blueprint" of your hairstyle
What Guides Control
- Position: Where hair grows on the mesh
- Direction: Which way hair flows
- Length: How long the hair is
- Shape: Straight, curved, or custom sculpted shapes
Creating Guides
You have several options:
Option 1: Generate Guides (Most Common)
- Open the Guides tab
- Set parameters (count, length, distribution)
- Click Generate Guides
- FollicleFX creates guides automatically
Option 2: Create Empty Hair
- Click Create Empty Hair in the Guides tab
- Manually sculpt guides in Blender's sculpt mode
- Full artistic control
Option 3: Convert Curves
- Create curves in Blender however you like
- Click Convert Curves to Guides
- Your curves become FollicleFX guides
Guide Parameters
Count: How many guides to create (50-500 typical)
- More guides = more control over hair flow
- Fewer guides = faster, simpler
Length: How long guides are (in Blender units)
- This sets the maximum hair length
- You can trim later with the Cut modifier
Distribution: How guides are placed on the mesh
- Random: Scattered randomly
- Poisson Disk: Evenly spaced (no clumping)
- Grid: Regular grid pattern
- Vertices: One guide per vertex
- Face Centers: One guide per face
- Even: Evenly distributed
Control Points: How many points per guide curve (2-32)
- More points = smoother curves
- 8 points is usually good
Editing Guides
After generating guides, you can edit them:
- Click Edit in Sculpt Mode
- Use Blender's curve sculpting tools
- Shape guides exactly how you want
- Exit sculpt mode when done
Important: FollicleFX preserves your sculpted shapes when you adjust parameters!
Stage 2: Primitive
What: Generate dense hair strands from your guides
Why: Guides are too sparse for realistic hair. The Primitive stage fills in thousands of strands between guides.
How Many: Typically 10,000-100,000+ strands (dense)
Think of it as: "Filling in" the hair between your guide "skeleton"
What Primitive Controls
- Density: How many strands to generate
- Interpolation: How strands follow nearby guides
- Length: Strand length (can vary from guides)
- Width: How thick strands are
- Taper: How strands thin from root to tip
Key Primitive Parameters
Density: Number of strands per unit area
- Start with 10,000-20,000 for testing
- Increase to 50,000-100,000+ for final renders
- More strands = more realistic but slower
Density Multiplier: Quick way to scale density up/down
- 1.0 = normal density
- 0.5 = half density (faster preview)
- 2.0 = double density (more coverage)
Density Map: Use a texture to control density
- White = full density
- Black = no hair
- Gray = partial density
- Great for hairlines, thinning, patterns
Interpolation Radius: How far strands look for guides
- Larger = smoother, more blended
- Smaller = follows nearest guide more closely
CV Count: Control points per strand
- More = smoother curves
- 8-16 is typical
Strand Properties
Length Multiplier: Scale strand length
- 1.0 = same as guides
- 0.8 = 80% of guide length
- 1.2 = 120% of guide length
Length Variation: Random length variation
- 0.0 = all strands same length
- 0.2 = ±20% variation (natural)
- 0.5 = ±50% variation (very varied)
Base Width / Tip Width: Strand thickness
- Base: Thickness at root
- Tip: Thickness at tip
- Typical: 0.001-0.005 Blender units
Taper: How strands thin from root to tip
- 0.0 = no taper (same width)
- 1.0 = full taper (thin to point)
- 0.7-0.9 is natural for hair
FollicleScript in Primitive
Many Primitive parameters support expressions:
Random Length Variation:
rand3(0.8, 1.0, index)
Each strand gets random length between 80-100%
UV-Based Density:
v * 2.0
More density at top of head (v=1.0), less at bottom (v=0.0)
Gradient Width:
lerp(0.003, 0.001, v)
Thicker strands at bottom, thinner at top
Stage 3: Modifiers
What: Apply effects to style and shape your hair
Why: This is where you create your hairstyle - clumping, curls, frizz, etc.
How Many: Stack multiple modifiers (typically 2-5)
Think of it as: "Styling" your hair
The Modifier Stack
Modifiers are applied in order from top to bottom. Order matters!
Typical Stack:
- Clumping - Group strands into clumps
- Coil - Add curls/spirals
- Frizz - Add randomness and flyaways
- Cut - Trim to final length
Available Modifiers (9 Total)
Clumping: Group strands together
- Creates natural hair clumps
- Essential for realistic hair
- Use for wet hair, tight curls, natural grouping
Flow Direction: Control hair flow with arrows/curves
- Override guide direction
- Create specific flow patterns
- Great for styled hair
Coil: Add spiral/helix patterns
- Create curls, waves, corkscrews
- XGen-style controls
- Adjustable tightness and frequency
Frizz: Add random displacement
- Creates natural randomness
- Flyaway hairs
- Damaged/messy hair look
Braid (Experimental): Create braided patterns
- Woven/braided effects
- Still in development
Cornrow: Create cornrow braids
- Tight braids close to scalp
- Anchor strand system
Loc/Dreadlock: Create matted, rope-like hair
- Dreadlocks and locs
- 18 parameters for complete control
Cut: Trim strand length
- Multiple cut modes
- Random variation
- UV-based cutting
Simulate (Experimental): Physics simulation
- Film-quality hair physics
- DER with twist and anisotropic bending
- Performance intensive
Modifier Order Matters
Good Order:
1. Clumping (groups strands)
2. Coil (adds curls to clumps)
3. Frizz (adds randomness on top)
Bad Order:
1. Frizz (randomizes first)
2. Clumping (tries to clump random strands - looks wrong)
Rule of Thumb: Structure first (clumping), then details (frizz)
Modifier Masks
Every modifier supports texture masks:
- Control where the modifier has effect
- White = full effect
- Black = no effect
- Gray = partial effect
Example: Apply frizz only to the top of the head using a mask texture.
FollicleScript in Modifiers
Modifiers heavily use expressions for variation:
Per-Clump Variation:
rand3(0.6, 0.9, clump_id)
Each clump gets different strength
Flyaway Selection:
rand(index) < 0.05 ? 3.0 : 0.5
5% of strands get high frizz (flyaways)
UV-Based Effect:
v > 0.5 ? 1.0 : 0.3
Strong effect on top half, weak on bottom half
Stage 4: Display
What: Control how hair appears in the viewport
Why: Optimize viewport performance and visualization
Think of it as: "Viewing" your hair
Display Modes
Curves: Show hair as simple curves
- Fastest
- Good for editing
Ribbons: Show hair as flat ribbons
- Medium speed
- Good preview of shape
Tubes: Show hair as 3D tubes
- Slowest but most realistic
- Best for final preview
Viewport Settings
Strand Percentage: Show only a percentage of strands
- 100% = all strands (slow)
- 50% = half strands (faster)
- 10% = sparse preview (fastest)
Color Options: Color hair by various attributes
- Solid color
- By strand index
- By clump ID
- By UV coordinates
GPU Preview
Enable GPU preview for real-time feedback:
- Updates as you adjust parameters
- Smooth, responsive
- Requires NVIDIA GPU
Complete Workflow Example
Let's create wavy hair with natural clumping:
Step 1: Guides (2 minutes)
1. Select head mesh
2. Open Guides tab
3. Set Count: 200
4. Set Length: 0.2
5. Set Distribution: Poisson Disk
6. Click Generate Guides
Step 2: Primitive (1 minute)
1. Open Primitive tab
2. Set Density: 20000
3. Set Length Multiplier: 1.0
4. Set Length Variation: 0.15
5. Set Base Width: 0.002
6. Set Tip Width: 0.0005
7. Set Taper: 0.8
8. Click Generate Strands
Step 3: Modifiers (3 minutes)
1. Open Modifiers tab
2. Add Clumping modifier:
- Tightness: 0.6
- Blend: 1.0
- Length Mode: Preserve Differences
3. Add Coil modifier:
- Count: 3.0
- Radius: 0.03
- Mode: Wave
4. Add Frizz modifier:
- Magnitude: 0.015
- Frequency: 1.0
- Flyaway Percent: 0.03
Step 4: Display (30 seconds)
1. Open Display tab
2. Set Mode: Ribbons
3. Set Strand Percentage: 50% (for faster preview)
4. Enable GPU Preview
Result: Natural wavy hair with subtle clumping and a few flyaways!
Workflow Tips
Start Simple: Don't use all modifiers at once. Add them one at a time and see the effect.
Save Presets: Once you get a look you like, save it as a preset. Reuse on other projects.
Iterate: The workflow isn't strictly linear. You can go back and adjust guides or primitive settings after adding modifiers.
Use Expressions: Learn basic FollicleScript expressions. They add natural variation that makes hair look realistic.
Preview Performance: Lower strand percentage in Display tab while working. Increase for final renders.
Modifier Order: Remember - structure first (clumping), details last (frizz).
GPU Preview: Enable it! Real-time feedback makes styling much faster.
Common Workflows
Straight Hair
Guides → Primitive → Frizz (subtle) → Cut
Wavy Hair
Guides → Primitive → Clumping → Coil (wave mode) → Frizz
Tight Curls
Guides → Primitive → Clumping (high tightness) → Coil (helix mode) → Frizz
Dreadlocks
Guides → Primitive → Loc modifier
Wet Hair
Guides → Primitive → Clumping (very high tightness) → Frizz (very low)
Messy/Damaged Hair
Guides → Primitive → Clumping (low) → Frizz (high) → Cut (varied)
Next Steps
Now that you understand the workflow, dive into each stage:
- Guides Tab - Learn all guide creation options
- Primitive Tab - Master strand generation
- Modifiers - Explore all 9 modifiers in detail
- FollicleScript - Learn expression language for advanced control
Ready to master each stage? Let's start with the Guides Tab!