Stage 1 is where the hair actually comes from. Everything downstream — the bake, the cards, the groom — reads from what you build here, so it is worth organising deliberately.
Work with layers
The Hair panel has two modes: the Layers tab for the layer hierarchy, and the Root Map tab for root placement and group assignment. Use layers to keep hairstyle components — bangs, crown, sides — in separate procedural streams.
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Add a layer
Click + Add Layer in the Hair panel to instantiate a new procedural strand stream. Duplicating an existing layer clones its settings.
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Set root count and radius
Choose how many strands the layer emits and how wide the generation footprint is. The defaults are 500 roots across a 5 cm radius.
Root Settings. Patch, hair, segment and pattern controls all feed the same generator, so changing one changes the strand distribution. · select to enlarge -
Choose a root pattern
Pattern and root controls decide how roots are distributed inside that footprint.
Pattern and root controls in the Hair panel. · select to enlarge -
Assign a group ID
Group IDs from 0 to 15 let you scope modifiers later — clumping group 1 while leaving group 2 straight, for example — and they drive the ID bake map.
Group settings. The name and the root and tip colours here are what you see in the viewport when ID debug view is active. · select to enlarge
Draw and edit guides
Roots, root maps and the modifier stack are scoped to the selected layer. Switch the viewport to 2D mode and press B for the Draw Hair Brush to paint guide curves directly on the canvas.
Roots, groups and maps
Use the Root Map tab to paint root density and group masks. Group IDs sort strands into sets you can target individually in Stage 2.
Parameter reference
Every control on a Hair Layer, with its range and default.
Scroll horizontally to view all columns.
| Parameter | Control Type | Range / Default | Technical Effect |
|---|---|---|---|
| Layer Name | Text Input | String ("Hair Layer") | Identifier used in project tree and viewport overlays. |
| Layer Visibility | Toggle Switch | On / Off (On) | Controls viewport rendering and inclusion in texture baking. |
| Group ID | Integer Selector | 0 to 15 (0) | Assigns root strands to group IDs for modifier scoping and ID bake map generation. |
| Group Display Color | Color Picker | RGB Palette | Viewport color overlay used when ID debug view or group masking is active. |
| Root Count | Numeric Slider | 10 to 10,000 (500) | Sets total procedural strand count emitted across the layer root bounds. |
| Random Seed | Numeric Input | 0 to 65535 (1234) | Seeds the pseudo-random generator for root jitter and initial strand orientation. |
| Generation Radius | Slider / CM | 0.1 to 20.0 cm (5.0 cm) | Defines circular footprint radius for procedural root distribution. |
Scroll horizontally to view all columns.
| Action | Workflow Result | Workflow purpose |
|---|---|---|
| Add or duplicate layer | Creates a new procedural layer or clones the active layer. | Separate major hair sections before applying layer-specific modifiers. |
| Rename & reorder | Updates layer name and changes its position in the layer stack. | Maintain logical organization for complex multi-group grooms. |
| Toggle visibility | Toggles layer visibility state. | Only visible layers are rendered and processed during the Bake Maps stage. Hidden layers are excluded from baked texture maps and UV card topology. |