As the title states, how do I convert cycles-engine’s hair particle system into a 3d mesh?
I just love Cycles render engine for the materials and everything it has about it, including the actual 3d hair with possibilites to change root/tip size etc. I don’t happen to have Nvidia-gpu, so I cannot render much on it, so that’s why I use the Blender internal one. Either way, I’ve been searching the net for some kind of way of turning cycles-volumetric 3d hair into an actual mesh for use in internal render and game engine. Any tips / ideas are warmly welcome!
Thanks in advance! C:
Sorry, gonna bumb this. This is pretty asked question and after searching for answer for a few days I still cannot find an answer. If this one will, I hope it helps others as well.
You really can’t. The hair outputs a set of individual paths, not a mesh or a volume. You can hit the convert button on the hair/particle modifier to bake the hair to a set of edges, but I don’t know of a way to output a solid mesh based on that. It’s theoretically doable, but I don’t think Blender supports it (it’s vaguely like a particle mesher, which blender also lacks).
You might be able to model a separate hair mesh over the particles, then bake the hair result to it. No idea if that actually works well or not, just an idea I had.