Part of the Process guide
Early access

The new process system is only in the early access version of Human Generator. It replaces the process tab of earlier versions, which is deprecated. Details can still change. If something doesn't work, or the result is not what you expected, let us know, on the Discord or by email.

Haircards

Particle hairParticle hairHair cardsHair cards

The hair, eyebrows, eyelashes and beards of Human Generator are particle hair: thousands of strands that only Blender can render. No file format carries them. Haircards replaces every hair system by a mesh of textured, transparent cards generated from the strands. The cards are skinned to the head and neck, so they move with it; long hair does not follow the shoulders.

Automatic hair cards

The cards are generated from the strands. Hand-made hair cards will always look better, and some hairstyles, like afros and very curly styles, are hard for the generator and come out rough. Check the result in Blender with Keep copy in this file before you commit to a hairstyle for a hero character.

process_haircards

You get one mesh per hair type (Hair, Eyebrows, Eyelashes, FaceHair). Scalp hair and beards get a haircap, a textured skin under the cards so the scalp doesn't show through, and the cards. Eyebrows get a haircap only, and eyelashes are pre-made lash strips. Their textures (color, normal, roughness and alpha) are baked by Bake Textures along with everything else.

Quality

The quality sets the triangle budget of the cards. The thumbnails show what you get; the triangle count next to Hair is the budget for the hair types the selected human has.

QualityScalp hairBeardUse it for
haircards_ultra Ultraup to 24,000 trianglesup to 10,000Hero characters seen up close
haircards_high Highup to 12,000up to 7,000The default, most characters
haircards_medium Mediumup to 7,000up to 5,000Secondary characters
haircards_low Lowup to 4,500up to 3,500Crowds, distant LOD levels
haircards_haircap_only Haircap onlyonly the haircap texture on the skin, no cardsMobile, the last LOD level

With more than one LOD level every level has its own quality, and its own hair card textures, as the layout of the cards changes with the quality.

Which hairstyle came out rough?

The generator handles some styles worse than others. The name of the hairstyle and a screenshot help us improve it. Tell us.

In the engine

The alpha of the cards is the transparency between the strands. Two things to set on the hair materials in the other program, if its importer doesn't do it:

  • Use an alpha clip / cutout material (alpha scissor in Godot, masked in Unreal, Alpha Clipping in Unity), not blended transparency, so the cards don't sort wrongly against each other.
  • Make the material two-sided, as the cards are single planes.

Keep the texture format at PNG: with JPEG the alpha becomes a separate map that not every importer uses, and the tab warns you when both are chosen. By default the alpha is packed into the alpha channel of the color texture, as engines expect; see Bake Textures.

When the section is off

The particle hair is not converted. For a file export that means a bald character, and the tab warns you about it. Turn it off for a render copy that stays in Blender, where the particle hair renders fine and looks better.

Python API - Hair cards
settings.haircards.enabled = True
settings.lods[0].haircards = "medium"   # "ultra", "high", "medium", "low", "haircap_only"

To convert the hair of a human in place (on a human.duplicate(), the particle hair is removed):

cards = human.process.convert_to_haircards("high")

See ProcessSettings › convert_to_haircards and, for one hair type at a time, RegularHairSettings › convert_to_haircards.