Workflows and Tips
Complete workflows for creating hair in FollicleFX, from simple straight hair to complex styled grooms.
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Quick Workflow: Simple Straight Hair (5 min)
- Select your mesh (character head)
- Guides tab → Distribution: Poisson Disk, Count: 200, Length: 0.2 → Generate Guides
- Primitive tab → Density: 20,000 → Generate Strands
- Modifiers tab → Add Clumping (Tightness: 0.5) → Add Frizz (Magnitude: 0.8)
- Display tab → Pick a color preset
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Intermediate Workflow: Wavy Hair with Clumping (10 min)
Guides
- Count: 300, Length: 0.25, Control Points: 8
- Sculpt guides for natural flow
Primitive
- Density: 50,000
- Length Variation: 0.15
Modifiers (in order)
- Clumping — Tightness: 0.5, Enable Curl (Amplitude: 0.04, Frequency: 1.5)
- Coil — Count: 2.5, Radius: 0.06, Mode: Wave
- Frizz — Magnitude: 1.2
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Advanced Workflow: Production Styled Hair (30+ min)
1. Planning
- Gather reference photos
- Note clump patterns, flow direction, length variation
- Plan modifier stack
2. Guides (10 min)
- Count: 400–800, Length: 0.25, Control Points: 10
- Generate, then sculpt for flow
- Add Guide Flow modifier with pins for styled direction
3. Primitive (5 min)
- Density: 80,000–100,000
- Paint density map (thinner at temples, full at crown)
- Set up region map for parting if needed
4. Modifier Stack (15 min)
1. Clumping — Tightness: 0.6, Fractal: 2 levels, Stray Rate: 0.1
2. Coil — Count: 4, Radius: 0.03, Mode: Helix
3. Frizz — Magnitude: 1.0
4. Cut — Expression: rand3(0.85, 1.0, index)
5. Surface Offset — Offset: 0.005
5. Texture Masks (10 min)
- Clumping mask: full on crown, none at hairline
- Frizz mask: strong at edges, none at part line
6. Refinement
- Check from all angles
- Adjust parameters
- Save preset
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Workflow Recipes
Tight Curls
Clumping (Tightness: 0.8) → Coil (Count: 8, Radius: 0.025, Helix) → Frizz (Magnitude: 1.5)
Wet Hair
Clumping (Tightness: 0.95, Length Mode: Tips Collapse) → Frizz (Magnitude: 0.3)
Messy/Damaged Hair
Clumping (Tightness: 0.3, Stray Rate: 0.25) → Frizz (Magnitude: 1.5) → Cut (Variance: 0.2)
Dreadlocks
Loc modifier (Coil Count: 12, Buildup: 0.6, Frizz: 0.3)
Braids
Create Blender curve → Braid modifier (3 strands, Twist: 2.5) → Generate guides → Primitive
Cornrows
Draw curve on surface → Cornrow modifier (Anchors: 14, Twist: 5) → Generate guides → Primitive
Short Fur
Guides (Length: 0.05) → Primitive (Density: 50k) → Guide Flow (Surface hugging) → Frizz (low)
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Best Practices
Guides
- Start with fewer guides (200–400), add more if needed
- Always sculpt guides for flow — generated guides are just a starting point
- Use Poisson Disk distribution for even coverage
- Set guides slightly longer than target — you can always trim with Cut
Modifier Stack
- Structure first, details last — Clumping → Coil → Frizz → Cut
- Start with one modifier, see its effect, then add more
- 2–4 modifiers is typical for most hairstyles
- Simulate always goes last
Expressions
- Start simple:
rand3(0.8, 1.0, index)adds instant realism - Use
clump_idfor per-clump variation - Use
vfor top-to-bottom gradients - Test with constants first, add complexity gradually
Texture Masks
- Use 1024×1024 resolution (sufficient for most cases)
- Paint gradients, not hard edges
- Save masks externally for reuse
- Use descriptive names
Performance
- Style at 10k–20k strands, Display % at 50%
- Preview at 50k–80k strands, Display % at 100%
- Final render at 100k–300k strands
- Enable GPU Acceleration in Display tab
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Common Mistakes
| Mistake | Fix | |---------|-----| | Too many strands while styling | Start with 10k–20k, increase for final | | Wrong modifier order | Clumping before Frizz, always | | No guide sculpting | Always sculpt — generated guides are just a start | | Uniform parameters | Add variation with expressions or masks | | Too much frizz | Start low (0.5–1.0), increase gradually | | Ignoring UVs | Check UV layout before painting masks | | Forgetting to save | Save .blend frequently, save presets | | Scalp penetration | Add Surface Offset after styling modifiers |
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Troubleshooting
Hair Doesn't Generate
- Check guides exist (Guides tab)
- Check mesh is selected
- Check density > 0
- Try regenerating guides first
Hair Looks Spiky/Angular
- Increase control points (8–10)
- Increase display Steps (3–4)
- Check strand smoothing
Clumping Doesn't Work
- Check modifier is enabled
- Check tightness > 0
- Check guides exist (clumping uses guides as centers)
Hair Penetrates Scalp
- Add Surface Offset modifier after styling modifiers
- Increase offset value
- Check surface binding is computed
Masks Don't Work
- Check mask checkbox is enabled
- Check mesh has UVs
- Try reloading the texture
- Check Invert toggle
Viewport is Slow
- Reduce Display % to 25–50%
- Reduce strand count
- Enable GPU Acceleration
- Reduce display Steps
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FAQ
How many strands should I use? 10k–20k for styling, 50k–80k for preview, 100k–300k for final render.
What's the best modifier order? Guide Flow → Clumping → Coil → Frizz → Cut → Surface Offset → Simulate.
Can I animate hair? Yes. Use the Surface tab for mesh binding, Simulate modifier for physics.
How do I make hair follow my character? Compute animation binding in the Surface tab at rest pose.
Can I use FollicleFX for games? Yes. Use the Cards tab to generate game-ready polygon cards with baked textures.
How do I create flyaways? Use the Frizz modifier with high Magnitude and low Correlation. Use a Clumping modifier with Stray Rate to make some strands break away from clumps.
Can I paint hair density? Yes. Use the density map in the Primitive tab.
Can I transfer hair between characters? Yes. Use Transfer Groom in the Surface tab.
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Quick Reference
Typical Parameter Ranges
| Parameter | Range | |-----------|-------| | Clumping Tightness | 0.4–0.8 | | Frizz Magnitude | 0.05–0.5 | | Coil Count | 3–8 | | Coil Radius | 0.02–0.06 | | Cut Length | 0.8–1.0 |
Essential Expressions
rand3(0.8, 1.2, index) # Random variation per strand
lerp(0.5, 1.0, v) # UV gradient (bottom to top)
v > 0.5 ? 1.0 : 0.5 # Conditional (top/bottom split)
rand(index) * 0.3 # Per-strand frizz variation
rand3(0.6, 0.9, clump_id) # Per-clump variation