Workflows and Tips
Complete workflows for creating hair in FollicleFX, from simple straight hair to complex styled grooms. Includes best practices, common mistakes, performance optimization, and troubleshooting.
Basic Workflow: Simple Straight Hair
Goal: Create basic straight hair in under 5 minutes.
Step 1: Create Guides (1 min)
- Select your character's head mesh
- Open FollicleFX panel
- Click "Create Hair System"
- In Guides tab:
- Distribution: Surface
- Count: 500
- Length: 0.15
- Click "Generate Guides"
Step 2: Generate Strands (1 min)
- Switch to Primitive tab
- Set Density: 50,000 strands
- Click "Generate Strands"
- Wait for generation
Step 3: Basic Styling (2 min)
- Add Clumping modifier:
- Amount: 0.3
- Tightness: 0.5
- Add Frizz modifier:
- Magnitude: 0.2
- Frequency: 2.0
- Regenerate to see changes
Step 4: Display (1 min)
- Switch to Display tab
- Choose color preset (Brown, Black, etc.)
- Set Display % to 50% for faster viewport
- Done!
Result: Basic straight hair with subtle clumping and frizz.
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Intermediate Workflow: Wavy Hair with Clumping
Goal: Create natural wavy hair with defined clumps.
Step 1: Guides (2 min)
- Create hair system
- Guides tab:
- Distribution: Surface
- Count: 800
- Length: 0.2
- Control Points: 8 (more for waves)
- Generate
Step 2: Add Wave (3 min)
- Add Coil modifier:
- Count: 3
- Radius: 0.4
- Mode: Wave
- Frequency: 2.0
- Regenerate
Step 3: Clumping (3 min)
- Add Clumping modifier:
- Source: Guides
- Amount: 0.6
- Tightness: 0.4
- Blend: 0.7
- Enable Curl:
- Curl Amount: 0.3
- Curl Frequency: 1.5
- Regenerate
Step 4: Frizz and Detail (2 min)
- Add Frizz modifier:
- Magnitude: 0.3
- Frequency: 3.0
- Correlation: 0.5
- Add flyaways:
- Flyaway Chance: 0.05
- Flyaway Magnitude: 2.0
- Regenerate
Step 5: Refine (2 min)
- Adjust Density: 80,000 strands
- Add Cut modifier:
- Length: 0.95 (slight trim)
- Variance: 0.1
- Final regenerate
Result: Natural wavy hair with defined clumps and flyaways.
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Advanced Workflow: Complex Styled Hair
Goal: Create production-quality styled hair with multiple modifiers.
Step 1: Planning (5 min)
- Reference Images
- Gather reference photos
- Note clump patterns
- Identify flow direction
- Plan modifier stack
- UV Layout
- Ensure clean UVs on scalp
- Check for distortion
- Plan texture masks
Step 2: Guide Creation (10 min)
- Initial Guides
- Distribution: Surface
- Count: 1,200
- Length: 0.25
- Control Points: 10
- Guide Sculpting
- Switch to Sculpt mode
- Use Comb brush for flow
- Use Grow/Shrink for length
- Use Smooth for cleanup
- Flow Direction
- Add Flow Direction modifier
- Create direction arrows
- Set Strength: 0.7
- Blend: 0.5
Step 3: Strand Generation (5 min)
- Density Setup
- Base Density: 100,000
- Create density map if needed
- Paint denser at crown
- Thinner at temples
- Strand Properties
- Length Variation: 0.1
- Width: 0.001
- Taper: 0.3
Step 4: Modifier Stack (20 min)
Order matters! Apply in this sequence:
- Clumping (Primary Structure)
- Source: Guides
- Amount: 0.7
- Tightness: 0.5
- Blend: 0.8
- Enable Hierarchical: 2 levels
- Curl Amount: 0.4
- Coil (Add Waves/Curls)
- Count: 4
- Radius: 0.3
- Mode: Helix
- Phase Variation: 0.5
- Flow Direction (Refine Direction)
- Strength: 0.5
- Blend: 0.6
- Use arrows for specific areas
- Frizz (Surface Detail)
- Magnitude: 0.25
- Frequency: 3.0
- Octaves: 2
- Flyaway Chance: 0.03
- Flyaway Magnitude: 2.5
- Cut (Shape)
- Expression:
lerp(0.8, 1.0, v) - Variance: 0.15
- Profile curve: custom taper
Step 5: Texture Masks (15 min)
- Clumping Mask
- Paint white on crown (full clumping)
- Gray on sides (moderate)
- Black at hairline (no clumping)
- Frizz Mask
- White at edges (flyaways)
- Gray in middle
- Black at part line
- Density Mask
- White for full density
- Gray at temples (thinning)
- Smooth gradients
Step 6: Refinement (10 min)
- Test Different Views
- Front, side, back, top
- Check for gaps
- Verify clump patterns
- Adjust Parameters
- Fine-tune clumping
- Adjust frizz levels
- Tweak flow direction
- Performance Check
- Reduce Display % if slow
- Check strand count
- Optimize if needed
Step 7: Final Polish (5 min)
- Display Settings
- Choose realistic color
- Enable Material Preview
- Adjust specular/roughness
- Save Preset
- Save modifier settings
- Document custom expressions
- Note any special techniques
Result: Production-quality styled hair ready for animation or rendering.
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Best Practices
Guide Creation
Do:
- Start with fewer guides (500-1000)
- Use appropriate control points (6-10)
- Sculpt guides for flow
- Save guide variations
Don't:
- Create too many guides (slow)
- Use too few control points (angular)
- Skip guide sculpting
- Forget to save
Modifier Stack Order
Recommended Order:
- Flow Direction (if using arrows)
- Clumping (primary structure)
- Coil (waves/curls)
- Frizz (surface detail)
- Cut (final shaping)
- Simulate (if animating)
Why This Order:
- Flow sets base direction
- Clumping creates structure
- Coil adds shape to clumps
- Frizz adds detail to coils
- Cut shapes final result
- Simulate adds motion
Expression Usage
Do:
- Start simple, add complexity
- Use
indexfor per-strand variation - Use
clump_idfor per-clump variation - Test with constants first
- Comment complex expressions
Don't:
- Overcomplicate expressions
- Forget to clamp values
- Use wrong variable names
- Skip testing
Texture Masks
Do:
- Use 1024×1024 resolution
- Paint gradients, not hard edges
- Save masks externally
- Use descriptive names
Don't:
- Use too high resolution (slow)
- Paint only black/white (harsh)
- Forget to save
- Reuse masks without checking
Performance
Do:
- Use Display % during styling
- Enable GPU Acceleration
- Reduce strand count for preview
- Increase for final render
Don't:
- Work at 100% display always
- Disable GPU acceleration
- Use excessive strand counts
- Forget to optimize
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Common Mistakes
Mistake 1: Too Many Strands
Problem: Viewport is slow, hard to work with.
Solution:
- Reduce Density to 30,000-50,000 for styling
- Use Display % at 25-50%
- Increase strand count only for final render
Mistake 2: Wrong Modifier Order
Problem: Hair looks wrong, modifiers don't work as expected.
Solution:
- Follow recommended order (see above)
- Clumping before Frizz
- Cut after styling modifiers
- Simulate always last
Mistake 3: No Guide Sculpting
Problem: Hair flows wrong, looks unnatural.
Solution:
- Always sculpt guides
- Use Comb brush for flow
- Reference real hair photos
- Take time on this step
Mistake 4: Uniform Parameters
Problem: Hair looks artificial, too perfect.
Solution:
- Add variation to everything
- Use expressions with
rand() - Paint texture masks
- Vary clump strength
Mistake 5: Ignoring UVs
Problem: Masks don't work, density is wrong.
Solution:
- Check UV layout first
- Ensure no overlaps
- Fix distortion
- Test with checker texture
Mistake 6: Too Much Frizz
Problem: Hair looks messy, uncontrolled.
Solution:
- Start with low frizz (0.1-0.2)
- Increase gradually
- Use masks for control
- Separate flyaways from base frizz
Mistake 7: Forgetting to Save
Problem: Lost work, can't reproduce results.
Solution:
- Save Blender file frequently
- Save modifier presets
- Export guide curves
- Document custom expressions
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Performance Optimization
For Styling (Real-Time)
Settings:
- Density: 30,000-50,000 strands
- Display %: 25-50%
- GPU Acceleration: ON
- Guides Only: ON (if using Simulate)
Modifiers:
- Disable expensive modifiers temporarily
- Reduce Frizz octaves to 1
- Lower Coil count
- Simplify expressions
For Preview (Interactive)
Settings:
- Density: 80,000-100,000 strands
- Display %: 75-100%
- GPU Acceleration: ON
- All modifiers enabled
Viewport:
- Material Preview mode
- Reduce viewport samples
- Disable ambient occlusion
- Use GPU instancing
For Final Render
Settings:
- Density: 150,000-300,000 strands
- Display %: 100%
- All modifiers at full quality
- High-quality settings
Render:
- Use Cycles or Eevee
- Enable motion blur if animating
- Proper hair shader
- Adequate samples
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Troubleshooting
Hair Doesn't Generate
Check:
- Guides exist and are visible
- Scalp mesh is selected
- Density > 0
- No errors in console
Fix:
- Regenerate guides
- Check mesh has faces
- Increase density
- Restart Blender if needed
Hair Looks Spiky/Angular
Check:
- Control points too low
- Strand steps too low
- Smoothing disabled
Fix:
- Increase control points to 8-10
- Increase strand steps to 3-4
- Enable smoothing in modifiers
Clumping Doesn't Work
Check:
- Clumping modifier enabled
- Amount > 0
- Guides exist
- Correct clump source
Fix:
- Increase Amount to 0.5-0.7
- Check Tightness (try 0.5)
- Regenerate guides
- Try Procedural source
Hair Penetrates Scalp
Check:
- Surface binding computed
- Guides on surface
- No mesh modifiers after hair
Fix:
- Compute surface binding
- Regenerate guides
- Move hair modifier up in stack
- Check mesh normals
Masks Don't Work
Check:
- Texture loaded
- UVs exist on mesh
- Texture is grayscale
- Invert not enabled incorrectly
Fix:
- Reload texture
- Check UV layout
- Convert texture to grayscale
- Toggle Invert to test
Viewport is Slow
Check:
- Strand count
- Display %
- GPU acceleration
- Modifier complexity
Fix:
- Reduce density
- Lower Display % to 25%
- Enable GPU acceleration
- Simplify modifiers temporarily
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FAQ
Q: How many strands should I use? A: 30k-50k for styling, 80k-100k for preview, 150k-300k for final render.
Q: What's the best modifier order? A: Flow Direction → Clumping → Coil → Frizz → Cut → Simulate
Q: Can I animate hair? A: Yes! Use Surface tab for mesh binding, Simulate modifier for physics.
Q: How do I make hair follow character? A: Compute animation binding in Surface tab at rest pose.
Q: Why is my hair so slow? A: Reduce strand count, lower Display %, enable GPU acceleration.
Q: Can I use FollicleFX for games? A: Yes! Use Cards tab to generate game-ready polygon cards.
Q: How do I create flyaways? A: Use Frizz modifier with Flyaway Chance: 0.03-0.05, Magnitude: 2-3.
Q: Can I paint hair density? A: Yes! Create density map in Primitive tab, paint in Texture Paint mode.
Q: How do I save my hair setup? A: Save Blender file. Hair data is saved with the file.
Q: Can I transfer hair between characters? A: Yes! Use Transfer Groom in Surface tab.
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Quick Reference
Typical Parameter Ranges
Clumping:
- Amount: 0.5-0.8
- Tightness: 0.4-0.6
- Blend: 0.6-0.8
Frizz:
- Magnitude: 0.2-0.4
- Frequency: 2.0-4.0
- Flyaway Chance: 0.03-0.05
Coil:
- Count: 3-8
- Radius: 0.3-0.5
- Frequency: 1.5-3.0
Cut:
- Length: 0.8-1.0
- Variance: 0.05-0.15
Density:
- Styling: 30,000-50,000
- Preview: 80,000-100,000
- Final: 150,000-300,000
Keyboard Shortcuts
(In Blender viewport)
- G - Move guides
- R - Rotate guides
- S - Scale guides
- Tab - Toggle Edit mode
- Z - Shading mode menu
Essential Expressions
Random variation:
rand3(0.8, 1.2, index)
UV gradient:
lerp(0.5, 1.0, v)
Conditional:
v > 0.5 ? 1.0 : 0.5
Flyaway selection:
rand(index) < 0.05 ? 3.0 : 0.5
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Next Steps
You've completed the FollicleFX documentation!
To continue learning:
- Try the basic workflow
- Experiment with modifiers
- Practice guide sculpting
- Learn expressions gradually
- Study reference images
- Join the community
Resources:
- Expression Language Guide (document 17)
- Modifier-specific guides (documents 5-14)
- Display and performance tips (document 15)
Happy hair grooming!
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