continue watching to learn how to create a procedurally generated hair texture and blender
that you can use to model magnificent beards mustaches or any other hairy
object so let's fire up blender and add a simple plane
but just before we jump into shader notes first
let's create a material go to its settings and set the blend mode to alpha blend
now let's switch to the shading viewport
we don't need all the configurations on blender's principled bsdf shader so let's delete that
and replace it with blender's simple diffuse shader and give it a fiery red color
to create the base of the hair texture let's set up the main branch of the shader graph
to do this use the search field and the add menu and insert a texture coordinate node
a mapping node
a voronoi texture node
and a color ramp node connect the uv output of the texture coordinate node to the mapping node
and use the mapping to scale the uvs along the x-axis set the voronoi texture to 2d and select
the distance to edge option for the color ramp node you can simply drag and drop the red color
from the diffuse shader this branch of notes gives us the base of the hair texture you can use the x
scale on the mapping note to give the strands of hair more thickness or to make them appear thinner
now to give our hair texture some waves let's add a noise texture node
and a mix rgb node
here the mix rgb node adds distortion to the uv map
by interpolating between the original straight uv map and the noise texture
you can tweak the intensity of the waves using the mix rgb node
and you can change the size of the waves using the noise texture node
now to make each individual strand of hair
stand out let's add another branch of nodes to our shader graph for this branch add a value node
another voronoi texture node a separate xyz node three math nodes
blender's transparent shader node and a mix shader node
connect the value node to both of the voronoi textures
this will allow us to scale both voronoi textures at the same time for the new voronoi texture
make sure to select 2d and set it to calculate the f1 value here we'll be using the position
output of the voronoi texture this output in combination with the xyz separate node and the
special arrangement of the math nodes enables us to limit the number of strands drawn by the shader
in this setup we want to remove those strands of hair where the ends fall outside of the
plain object blender's transparent shader knot helps us hide these outlying strands
when setting the parameters of the math nodes be careful to use numbers that
correspond to the scales we used earlier in the mapping node you can add or eliminate
more strands of hair from the texture using the fields on the math notes
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thank you for watching and until next time take care