# Blender Hair Grooming

Hair and fur in Blender 5.2 - hair curves on a surface, guides + interpolated children...

- Repository: https://github.com/EL4CTEO/blender-skills (651 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-30
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add EL4CTEO/blender-skills --skill blender-hair-grooming -g -a claude-code -y`
Codex: `npx skills add EL4CTEO/blender-skills --skill blender-hair-grooming -g -a codex -y`
Cursor: `npx skills add EL4CTEO/blender-skills --skill blender-hair-grooming -g -a cursor -y`
Gemini CLI: `npx skills add EL4CTEO/blender-skills --skill blender-hair-grooming -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add EL4CTEO/blender-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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.

The rest: https://github.com/EL4CTEO/blender-skills/blob/HEAD/skills/blender-hair-grooming/SKILL.md
