2Stage 2 of 6

Modifiers for Hair Card Strands

Refine hair card strands with 11 non-destructive modifier kernels for game hair cards, scoped to layers or root groups.

On this pageHow the stack worksOn this page
  1. How the stack works
  2. Order and group scope
  3. 11 modifier reference
  4. Before you bake

Stage 2 shapes the strands Stage 1 produced. Nothing here is destructive: a modifier can be disabled, reordered or removed at any point without rebuilding the layer underneath it.

The stack

How the stack works

Select a Hair Layer to open its Modifiers stack. Modifiers evaluate top to bottom, and the viewport updates as you change them.

A modifier stack with Curl expanded above a Noise entry. The numbers on the left are evaluation order, not priority — Curl runs first here.
  1. Select the layer

    Pick the target Hair Layer in the panel hierarchy to display its chain.

  2. Add the modifiers you need

    Click + Add Modifier and choose from the gallery — Clumpfor clustering, Noise for organic jitter, and so on.

    The Add Modifier gallery. All 11 kernels are available on any layer; the reference table below explains what each one does.
  3. Order them deliberately

    Drag slots to change the sequence. Shape-forming modifiers such as Bend and Curl belong before detail modifiers such as Frizz and Noise.

    Dragging a Noise entry to a new slot. Order is the difference between organic clump shapes and stray flyaways — the same two modifiers, swapped.
  4. Scope by group where you need to

    Set a modifier's group ID to restrict it to strands in that root group, leaving the rest of the layer untouched.

    The mask trigger menu, which limits a modifier to part of the layer.
Order and scope

Order and group scope

Changing slot order updates the output immediately. Setting the groupId selector on a modifier restricts its effect to strands belonging to that root group — so you can bend the bangs without bending the side locks.

Scroll horizontally to view all columns.

Modifier stack mechanics
ControlEngine BehaviorPractical Use
Add ModifierAppends a new modifier slot to the active layer's pipeline.Build shape, wave, clump tightness, and silhouette step-by-step.
Enable / DisableToggles slot active state without resetting parameter values.Instantly isolate and test individual modifier effects.
Reorder SlotsSwaps modifier positions in the execution sequence instantly.Order matters: e.g. apply Noise before Clump for organic clump shapes, or after Clump for stray flyaways.
Group ScopeFilters modifier execution to strands matching a specific Group ID.Isolate effects to specific root groups (e.g. bend bangs without bending side locks).
Reference

11 modifier reference

Every modifier supports the common controls — Intensity, Scale, Region Start and End, Root and Tip weight curves, Seed and Randomness — plus the specialised parameters below.

Scroll horizontally to view all columns.

Complete 11 Modifier Reference
ModifierSpecialized ParametersRange / UnitsTechnical Effect
NoiseIntensity, Scale, Seed[0, 5], Scale [0.1, 10]Applies 3D Perlin vector displacement along strand normal/bitangent frames.
CurlRadius, Frequency (Scale), Scale Variation, Phase AccelerationRadius [0, 2], Scale [0, 20]Helical spiral displacement updating lateral frames. Scale variation alters curl size per strand.
ClumpAttraction Power, Clump Count & Splay, Splay Start T, Tightness, Tip PreservationCount [1, 16], Power [0.5, 4.0], Splay [0, 1]Pulls surrounding strands toward central Voronoi guide centers. Tip preservation uses a cubic ramp (t³) to keep tips aligned while splaying mid-lengths.
TaperTip Width Ratio, Curve Profile[0.0, 1.0]Narrows strand width profile towards the tip.
FrizzOctaves, Roughness, Amplitude, Occurrence, Clump AwarenessOctaves [1, 8], Roughness [0.01, 1.0]Fractal Brownian Motion (fBM) high-frequency jitter. Clump awareness attenuates frizz inside tight clumps.
GravityIntensity, Droop Curve (Scale)Intensity [0, 5], Droop [0.1, 5]Pulls strand points downward along local gravity vector via non-linear polynomial droop.
BendSigned Intensity, Angle DegreesSigned Intensity [-2.0, 2.0], Angle [0, 360°]Bi-directional longitudinal bending. Supports negative intensity for reverse bending along local bitangent/normal planes.
BraidBraid Radius, Frequency (Scale), Slot Phase OffsetRadius [0, 2], Freq [1, 20]Interweaves strands into 3-strand helical plait structures with 120° slot phase offsets.
TrimCutoff T Threshold, Random CutoffT [0.0, 1.0]Truncates strand length beyond specified normalized distance threshold.
SmoothSmoothing Iterations, Blend FactorPasses [1, 10]Laplacian neighborhood position filter for reducing harsh angles.
WaveAmplitude (Intensity), Frequency (Scale), Phase Offset, Orientation AngleFreq [0.1, 20], Angle [0, 360°]Sinusoidal planar wave displacement angled across local bitangent/normal axes.
Before you bake

Before you bake

Review layer visibility and the final stack before moving on. The baking engine samples only active, visible layers when it computes texture maps and UV card topology, so what you see in the viewport is what Stage 3 will capture.

Studio Inspector

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