Workflow Overview
FollicleFX follows a clear four-stage pipeline:
1. GUIDES → 2. PRIMITIVE → 3. MODIFIERS → 4. DISPLAY
Each stage builds on the previous one.
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Stage 1: Guides
What: Create sparse guide curves (50–500) that define hair flow.
Why: Guides are the blueprint. They tell FollicleFX where hair grows, which direction it flows, and how long it is.
Creating Guides
| Method | When to Use | |--------|-------------| | Generate Guides | Most common — automatic placement with distribution control | | Create Empty Hair | Manual sculpting from scratch | | Convert Curves to Guides | Import from other software or use hand-drawn Blender curves |
Key Parameters
- Count — Number of guides (150–400 typical for head hair)
- Length — Guide length in Blender units
- Distribution — Random, Poisson Disk, Grid, Vertices, Face Centers, Even
- Control Points — Points per curve (8 is a good default)
Guide-Level Operations
After generating, you can apply guide-level operators:
- Guide Sculpt — Edit guides in Blender's sculpt mode (shapes are preserved when parameters change)
- Guide Add — Add new guides via the Add brush
- Guide Flow — Pin-based flow control (direction + bend profile)
- Guide Mirror — Mirror guides across an axis
- Guide Resample — Change point count uniformly
- Guide Interpolate — Add guides between existing ones
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Stage 2: Primitive
What: Generate dense strands (10k–100k+) from guides via interpolation.
Why: Guides are too sparse for realistic hair. Primitive fills in thousands of strands between them.
Key Parameters
- Density — Strand count (start with 10k–20k for styling, increase for renders)
- Radius — Interpolation radius (how far strands look for guides)
- Length / Width / Taper — Strand shape properties
- Region Map — Paint-based parting system (red/green regions)
- Density Map — Texture controlling where hair grows
Performance
On a modern NVIDIA GPU, 100k strands generate in under 50 ms. Start low while styling, increase for final renders.
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Stage 3: Modifiers
What: Apply effects to style and shape hair.
Why: This is where you create your hairstyle — clumping, curls, frizz, braids, etc.
Available Modifiers (10 Active)
| Modifier | Description | |----------|-------------| | Clumping | Group strands into natural bundles | | Guide Flow | Pin-based flow direction + bend profile | | Coil | Spiral curls and waves | | Frizz | Noise, flyaways, randomness | | Braid | Curve-driven braided structures | | Cornrow | Scalp-attached braids with anchor strands | | Loc/Dreadlock | Dreadlocks and matted hair | | Cut | Trim strand length | | Surface Offset | Push strands away from mesh surface | | Simulate | Physics simulation with GPU acceleration |
Plus guide utilities: Guide Sculpt, Guide Add.
Modifier Stack Order
Order matters. General rule: structure first, details last.
Recommended order:
1. Guide Flow (direction)
2. Clumping (structure)
3. Coil (shape)
4. Frizz (detail)
5. Cut (final shaping)
6. Surface Offset (prevent scalp penetration)
7. Simulate (physics — always last)
Texture Masks
Every modifier supports texture masks:
- White = full effect
- Black = no effect
- Gray = partial effect
Paint masks directly in Blender's Texture Paint mode.
FollicleScript Expressions
Most parameters support expressions for procedural variation:
rand3(0.6, 0.9, clump_id) # Per-clump tightness variation
lerp(0.5, 1.0, v) # UV-based gradient
rand(index) * 0.5 # Per-strand frizz variation
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Stage 4: Display
What: Control viewport visualization.
Why: Optimize performance while styling, get accurate previews for review.
Key Controls
- Display % — Show a percentage of strands (lower = faster)
- Color Mode — Material, Random, Clump ID, Length, UV, Root-to-Tip
- GPU Acceleration — Faster modifier evaluation when enabled
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Common Workflow Recipes
Straight Hair
Guides → Primitive → Frizz (subtle, magnitude 0.5) → Cut
Wavy Hair
Guides → Primitive → Clumping → Coil (Wave mode, count 2-3) → Frizz
Tight Curls
Guides → Primitive → Clumping (high tightness) → Coil (Helix mode, count 6-10) → Frizz
Dreadlocks
Guides → Primitive → Loc modifier
Wet Hair
Guides → Primitive → Clumping (tightness 0.95) → Frizz (very low)
Braids
Create curve path → Braid modifier → Primitive → optional Frizz
Cornrows
Draw curve on surface → Cornrow modifier → Primitive
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Performance Tips
| Stage | Tip | |-------|-----| | Styling | Use 10k–20k strands, Display % at 50% | | Preview | Use 50k–80k strands, Display % at 100% | | Final render | Use 100k–300k strands, all modifiers at full quality |
Enable GPU Acceleration in Display tab for faster modifier evaluation.
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Next Steps
- Guides Tab — All guide creation and editing options
- Primitive Tab — Strand generation in detail
- Modifiers Tab — The modifier stack explained