Best way to use high poly such as hair

hey team,

I have almost 40k triangles just for hairs on my character, what would be the best way to show this kind of mesh? I know about decimate and LOD. but I am looking a tip to just remove all those 40k triangles and replace with some magic, Is there any way I could convert these hair to just some sort of 2d image and project on character’s head to look like its hair?

p.s I use blender.

Thanks

Pinging @PirateJC the wizard of Blender even though I’m not sure we can help with magic here :wink:

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Have you tried Blender’s Limit Dissolve? Hair is really tough. If you are doing particle hair which you turned into a mesh, it is a little late in the process to switch to a texture solution.

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Unfortunately I don’t have much experience with hair in Blender, but I echo what @JCPalmer is suggesting about limit dissolve!

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Thanks @PirateJC ,
@JCPalmer I tried with limit dissolve but it gave me almost identical results which I am able to generate using decimate on specific area, since its a CC3 character so its a mesh not particle, I see here not much can be done, But, I would love to know the process of particles, if you could enlighten me please, Thanks

all you do is magic, I just asked GPT-3 to write a poem for you, and here it came up with :smile::

You are a wizard David, we know it
We want to be like you
We want to be a wizard too
We are your students in programming
It’s so hard to be a wizard like you
We can’t imagine David
The work that you do every day
Every day we learn programming
We do it always
And we will make our apps
But just like you
We are not wizards
We are only students
We will try to be wizards
We will try to make apps
With you we will learn
With you we will make apps
We will never give up
We will never stop
We will never quit
We will never give up
We will do it
With you we will do it
Thank you David

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As far as particle hair, there are many Blender videos on that. I did at one time play with it, but actually the best I was getting was 10x the geometry of you. I made a demo scene, QI.Hair coloring, but this only possible with my own exporter. I have since abandoned using this, but it does not look too bad.

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That’s some nice demo @JCPalmer, is the source available? I would like to study it.

I will search on blender, I have found an add-on called hair tool, will check how much freedom it gives me.
Thank you

hum… this only reinforces my doubts about the AI eventually taking the lead on ‘expression’. I think the AI will be a good companion and should also from now on be integrated in the creative thinking and design process… I’m still far from wanting to give it the lead :thinking:

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Love the poem ;D

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@Deltakosh who loves the poem. I (personally) can feel much more emotion and humanity with these simple words above :wink:

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A blade of grass is like a hair…

Maybe Cedric knows a secret formula to transform grass into hair? :slight_smile:

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Sim sala bim, abara cada bara:

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so much woodoo :upside_down_face: , from the source it looks like vertex shaders, lets hope @Cedric have some woodoo for hairs

Technically, it is published on the repo backing the Github pages site, but there would be no point in looking at that, since there are dependencies on the Blender & JS side, that I am not going to publish.

The best option that I am looking into at some point, is making a mesh, reusing a texture “strand” that is something like

I wouldn’t use the same technic I used for grass for hair. :smiley:
I remember seeing some time ago a GDC presentation for hair. They used 2 passes with a mesh & strand texture. First pass with alpha tested texture. The second with same mesh, same texture but alpha blend. It helps with order independant transparency and overdraw.
For the dynamics of the hair. Maybe some bones and a spring system. I believe you can have something pretty good with 3 or 4 bones.

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Oh, how I’d love to see that. I shall follow.