Cards Tab
The Cards tab generates polygon hair cards from strand-based hair for use in game engines. It includes automatic clustering, UV mapping, LOD generation, and texture baking via Cycles.
What It Does
- Card generation — Convert strands to polygon cards
- Automatic clustering — Group nearby strands into cards
- UV atlas packing — Automatic layout
- Texture baking — Diffuse, alpha, normal, flow maps via Cycles
- LOD generation — Multiple detail levels for distance optimization
- Export — OBJ, FBX, glTF formats
Card Generation
Target Card Count
Number of cards to generate (10–500, default 100). More cards = more detail, higher poly count.
Card Shape
| Shape | Description | Best For | |-------|-------------|----------| | Flat | Simple flat polygons | Straight hair, mobile | | Curved | Follow strand curvature | Wavy/curly hair | | Shell | Multiple layers for volume | Dense, voluminous hair |
Card Width
Width per card in world units (0.005–0.1, default 0.02).
Segments
- Length Segments — Subdivisions along card (2–16, default 8)
- Width Segments — Subdivisions across card (1–4, default 1)
Clustering
Auto Cluster
Automatically group nearby strands into cards using Cluster Radius.
Cluster Radius
Maximum grouping radius (0.01–0.2, default 0.05). Smaller = more cards, more detail.
Flyaways
Include Flyaways
Generate separate cards for short stray strands. Adds realism with minimal cost.
Flyaway Cards
Number of flyaway cards (0–50, default 20).
LOD (Level of Detail)
Generate LODs
Create multiple detail levels for distance-based optimization.
LOD Levels
Number of levels (1–5, default 3). Each level reduces card count by ~50%.
Texture Baking
Atlas Size
Texture resolution: 512 (mobile), 1024 (medium), 2048 (high, default), 4096 (ultra).
Maps to Bake
| Map | Description | Required? | |-----|-------------|-----------| | Diffuse/Color | Hair color | Yes | | Alpha/Opacity | Strand transparency mask | Yes | | Normal | Depth illusion | Recommended | | Flow/Direction | Anisotropic highlight direction | Recommended | | Ambient Occlusion | Self-shadowing | Optional | | ID Map | Per-strand variation for shaders | Optional |
Render Settings
- Samples — Cycles samples for baking (16–512, default 64)
- Strand Width (px) — Strand width in texture pixels (1–8, default 2)
Output Path
Directory for baked textures. Default: //textures/hair_cards/ (relative to .blend file).
Export
Formats
- OBJ — Universal, simple
- FBX — Unity/Unreal standard
- glTF — Modern, web-friendly
Options
- Include Textures — Copy baked textures to export folder
- Create Material — Generate material with baked textures
- Export LODs Separately — Each LOD as separate file
Workflow
- Style hair completely in FollicleFX
- Set card count (50–200 typical for characters)
- Generate cards → review coverage
- Choose maps to bake (Diffuse + Alpha + Normal + Flow)
- Bake textures (takes 1–5 minutes depending on settings)
- Export in your engine's format
Platform Guidelines
| Platform | Cards | Atlas | Shape | LODs | |----------|-------|-------|-------|------| | Mobile | 30–50 | 512–1024 | Flat | 1 | | Console | 80–120 | 1024–2048 | Flat/Curved | 2–3 | | PC | 150–250 | 2048–4096 | Curved/Shell | 3–4 |