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Blender Hair Grooming

Community
EL4CTEO
blender-hair-grooming

Hair and fur in Blender 5.2 - hair curves on a surface, guides + interpolated children with the bundled hair node assets (clump, curl, noise, droop), density masks, Principled Hair BSDF (melanin), Curves Sculpt combing, 5.2 node Hair Dynamics, game hair cards with a rendered strand atlas, Alembic/USD groom export. Use for hair, fur, beards, eyebrows, grass tufts.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-hair-grooming
Stars
605
Forks
52
Bundled files
2
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Hair Grooming AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-hair-grooming
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-hair-grooming .claude/skills/blender-hair-grooming
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Hair Grooming in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Hair Grooming on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Hair Grooming is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Hair grooming

The execution model is in blender-core. Hair physics details are in blender-simulation, and look-dev in blender-lighting-lookdev.

One call each

scripts/groom.py -- --surface Head --mask Scalp --length 0.15 --children 150000 --clump 0.5
scripts/groom.py -- --surface Head --mask Beard --length 0.02 --droop 0.2 --curl 0.004 --melanin 0.9 --name Beard
scripts/groom.py -- --surface Body --length 0.025 --droop 0.3 --clump 0.3 --name Fur
scripts/groom.py -- --cards Hair --card-count 150 --atlas-res 2048 --out //textures      # game hair cards

How pros groom

  1. Surface first: the scalp is a mesh (or the head itself) with UVs (hair attaches by UV) and a vertex group painted where hair grows. That group becomes the density mask, so soft edges give a natural hairline.
  2. Guides → children: a few hundred to a few thousand guides carry the shape, and thousands of interpolated children give the volume. Style the guides, never the children.
  3. Shape in layers: length, then clump (strands gather into locks), then curl/wave, then frizz/noise, then profile (thin tips). Keep each a separate modifier you can toggle.
  4. Comb by hand for anything hero: Curves Sculpt mode brushes (Comb, Add, Puff, Pinch, Grow/Shrink, Smooth, Slide, Density, Delete, Pull Tips). Procedural droop gives a believable base, not a hairstyle.
  5. Look-dev under the final lights. Hair reads mostly from specular and depth (clumps catch highlights), not albedo.

groom.py

  • Runs 5.2's Add Empty Hair (object.curves_empty_hair_add). It parents to the surface, sets surface/surface_uv_map, adds Capture Rest Geometry to the surface, and adds the node Hair Dynamics modifier (pinned last, experimental). Then it stacks the bundled assets: Generate (--density guides/m²) → Interpolate (--children/m², --viewport fraction in the viewport) → Clump → Curl → Displace + Shrinkwrap (--droop × length down, kept 2 mm above the surface) → Noise → Set Hair Curve Profile (--radius, tip taper).
  • Clump/curl guide distance = 10% of --length. The asset's default 0.1 m collapses a whole head into a few tufts.
  • Each asset stays a modifier with live inputs, so tweak there. Inputs by name: getattr(md.properties.inputs, identifier).value; vertex-group masks use .type = "ATTRIBUTE", .attribute_name.
  • It reports curves, mean length, the max root gap to the surface (must be ~0) and the modifier stacks. Evaluated counts in background mode use the viewport amount.

Numbers

Value
Human scalp~100–150k hairs, ~200/cm². CG: 30k–150k rendered strands, 300–3000 guides
Strand radiusreal 0.03–0.05 mm. Use 0.05 mm (--radius 0.00005), thicker with fewer strands
Melanin (Principled Hair, Chiang)black 1.0 · dark brown 0.8 · brown 0.65 · light brown 0.45 · blond 0.25 · platinum 0.1. Red: 0.5 + redness 0.9. Grey: 0 + tint
Roughness0.25–0.35 (glossy) … 0.5 (dry). Radial roughness 0.3
Furlength 1–5 cm, density 200k–2M/m², little clump
HUANG (4.0+) models elliptical cross-sections and is better for close-ups. CHIANG is the reference default.

Game hair cards (--cards HAIR)

  • Picks --card-count well-spread strands (farthest-point sampling) of the evaluated groom and builds a ribbon along each: --card-width m, tapering to 30% at the tip, lying flat on the surface (side = tangent × surface normal). UV v runs root 0 → tip 1, one atlas column per card (--atlas-columns).
  • Renders the atlas with Cycles from flat strand clumps: T_<name>_BC (darker roots, coverage in alpha, Standard view), plus T_<name>_RootTip and T_<name>_ID (Raw, linear data). The card material uses Dithered alpha with no backface culling.
  • Pros layer cards from the scalp outward: dense, wide, opaque cards on the scalp to hide skin; mid layers; then thin flyaway cards on top. Budgets: hero 20k–60k tris, NPC 5k–15k. Bend cards in S/C shapes, never flat planes, and check from every angle. Engines use alpha test/dither + depth prepass, root-tip for darkening/AO and ID for per-strand variation. Add a tangent (flow) map along V for anisotropic specular.

Export grooms

Strand hair for UE Groom/Houdini: Alembic (wm.alembic_export) or USD (wm.usd_export(export_curves=True)). Both write the evaluated curves (measured: 246/246 curves round-trip). Bake the modifier stack first if the target needs guides only.

Gotchas

  • No UVs on the surface means Generate has nothing to attach to. Add UVs before grooming.
  • Changing the surface topology after grooming breaks attachment. Groom last, or re-run.
  • Scale: apply the head's scale. Lengths and densities are world meters.
  • Viewport: keep --viewport ≤ 0.2 on full heads. Final strand counts only appear in renders.
  • Hair Dynamics simulates on playback. For stills on frame 1 it's a pass-through. Bake it (blender-simulation) before animated renders.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Hair Grooming AI skill do?

Hair and fur in Blender 5.2 - hair curves on a surface, guides + interpolated children with the bundled hair node assets (clump, curl, noise, droop), density masks, Principled Hair BSDF (melanin), Curves Sculpt combing, 5.2 node Hair Dynamics, game hair cards with a rendered strand atlas, Alembic/USD groom export. Use for hair, fur, beards, eyebrows, grass tufts.

Why use Blender Hair Grooming on TypingMind?

Because you install it once and use it with any model. Blender Hair Grooming is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Hair Grooming in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-hair-grooming. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Hair Grooming?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Hair Grooming?

As many as you like. As long as a model supports skills, you can use Blender Hair Grooming with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Hair Grooming AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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