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	<title>grooming - DIGITAL PRODUCTION</title>
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		<title>How Pixar Cheats a Skunk Tail</title>
		<link>https://digitalproduction.com/2026/03/10/how-pixar-cheats-a-skunk-tail/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 10 Mar 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[character grooming]]></category>
		<category><![CDATA[Elemental]]></category>
		<category><![CDATA[Fur]]></category>
		<category><![CDATA[fur shading]]></category>
		<category><![CDATA[grooming]]></category>
		<category><![CDATA[Hoppers]]></category>
		<category><![CDATA[Pele]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Pixar Animation Studios]]></category>
		<category><![CDATA[Pixar interview]]></category>
		<category><![CDATA[Presto]]></category>
		<category><![CDATA[production tools]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=258841</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h150_516_4kpub16.jpg?fit=1200%2C645&quality=80&ssl=1" width="1200" height="645" title="© 2024 Disney/Pixar. All Rights Reserved." alt="A group of animated animals gathered on a stone surface in a natural setting. A large bear roars, while smaller creatures, including a fluffy squirrel, a chubby rabbit, a tiny green lizard, and a deer, look on, creating a lively, playful scene." /></div><div><p>Kranzler talks Hoppers grooming and shading, including a layered wet-fur look and why skunks got a “cheated” tail.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/10/how-pixar-cheats-a-skunk-tail/">How Pixar Cheats a Skunk Tail</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"></p>


<div class="wp-block-image">
<figure class="alignright size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hopps_001a_g_deu-de_70x100_.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="1714"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hopps_001a_g_deu-de_70x100_.jpg?resize=1200%2C1714&#038;quality=80&#038;ssl=1"  alt="A cute animated beaver character with big eyes and a cheerful expression, sitting on a futuristic device with buttons and cables, against a bright yellow background. The text below reads &#039;HOPPERS MÄRZ 2026 IM KINO&#039;."  class="wp-image-258883"  style="aspect-ratio:0.7000043899811444;width:270px;height:auto" ></a></figure>
</div>


<p class="wp-block-paragraph">In this interview, Pixar shading and grooming artist <a href="https://www.imdb.com/de/name/nm4181513/" title="">Markus Kranzler</a> discusses work on Hoppers after Elemental, including time in Pixar’s Tools Department, a layered approach for wet fur, and how design readability can trump anatomical accuracy when deadlines exist and the cameras cut fast.</p>


<div class="wp-block-image">
<figure class="alignleft size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-16.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="882"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-16.png?resize=1200%2C882&#038;quality=72&#038;ssl=1"  alt="A smiling man with light brown hair and blue eyes rests his hand on his head while leaning on a table. He wears a casual green T-shirt, and the background is a soft gray, creating a warm, friendly atmosphere."  class="wp-image-258882"  style="aspect-ratio:1.3605206073752711;width:265px;height:auto" ></a></figure>
</div>


<p class="wp-block-paragraph">Markus Kranzler is a Technical Director at <a href="https://www.pixar.com" title="">Pixar Animation Studios</a>, with credits as a character shading and groom artist on Inside Out 2, Elemental, Turning Red, Luca,  and Soul, plus earlier Pixar work including volumetric clouds on The Good Dinosaur and set dressing on Finding Dory. </p>



<p class="wp-block-paragraph">Before joining Pixar in 2015, Kranzler worked in lighting, lookdev and rendering roles at <a href="https://www.mpcvfx.com/en/" title="">MPC</a> and <a href="https://www.trixter.de/" title="">Trixter</a>, with film credits including Skyfall, Iron Man 3 and Man of Steel.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/PypDSyIRRSs?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
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<p class="wp-block-paragraph"><strong>DP: Hi Markus, it’s been a while since Elemental. What did you do on Hoppers, and why the role change?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: One of the main differences was that I was working on solid characters that weren’t dynamic fluids. :D  One of the first projects I worked on this show was actually not in my department, but in the “Tools Department”. That is where all the geniuses sit that create our software, plugins and shaders. </p>



<p class="wp-block-paragraph">Since a big part of the movie shows animals in and out of water, I was helping them figure out a simpler way to make fur look wet without having to adjust each character’s shader to make it look wet. We ended up achieving that by layering a wet shader on top, which then affects certain lighting lobes on the fur shader. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h170_27c_4kpub161244.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="645"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h170_27c_4kpub161244.jpg?resize=1200%2C645&#038;quality=80&#038;ssl=1"  alt="Two animated beaver characters sitting on a grassy area, surrounded by golden autumn trees. One beaver, wearing a small crown, is excitedly showing the other a stick."  class="wp-image-258872" ></a><figcaption class="wp-element-caption">(L-R): Mabel Beaver and King George in Disney and Pixar&#8217;s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph">Also on this show, besides shading, I was grooming some of the animals. That’s what we call creating and styling the hair or fur on a character. I had done some grooming in the past, on my graduation short “<a href="https://youtu.be/3XA0bB79oGc" title="">The Present</a>”,  but this was the first time I actually got to groom at Pixar. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use-h125_209h_pubpub162705.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="648"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use-h125_209h_pubpub162705.jpg?resize=1200%2C648&#038;quality=80&#038;ssl=1"  alt="Two animated beaver characters sitting on a sandy riverbank. One beaver is orange with large teeth, while the other is a brown, round figure, both surrounded by lush greenery and a calm water backdrop."  class="wp-image-258879" ></a><figcaption class="wp-element-caption">(L-R) Mabel and Loaf in Pixar&#8217;s HOPPERS. Photo courtesy of Pixar. © 2025 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph">Another difference was that I wrapped and rejoined the show about six times. Most people come on for a single stint and move on, but they kept bringing me back for a couple of weeks at a time. This was mostly after the majority of the shading and grooming artists had wrapped, so I would help crank through new assets or tackle larger waves of fixes as they came in.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h117_13_4kpub16871.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="645"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h117_13_4kpub16871.jpg?resize=1200%2C645&#038;quality=80&#038;ssl=1"  alt="A cheerful animated creature with brown fur stands on the ground, smiling at a group of small, bright yellow birds perched on a tree branch above. The background features lush green foliage and colorful flowers, creating a vibrant forest scene."  class="wp-image-258878" ></a><figcaption class="wp-element-caption">Mabel Beaver (voiced by Piper Curda) in Disney and Pixar&#8217;s HOPPERS, releasing U.S. theaters March 6, 2026. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: With Hoppers being set in a natural environment, how did that change your approach to grooming? </strong></p>



<p class="wp-block-paragraph">Markus Kranzler: Even though the looks are different, the characters in Hoppers are strongly stylised in their own way. For us, it’s always about looks that are believable, not necessarily physically correct. Similar to most of our movies we take nature as inspiration, but we put our own spin on it. This can affect certain departments differently from others. In this film because the story heavily depends on comedic timing, I would say that the environment had controlled detail to guide the viewer&#8217;s eyes and the characters were built out of simple, readable shapes with a tactile feel similar to felted toys. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h371_41c_4kpub162971.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="643"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h371_41c_4kpub162971.jpg?resize=1200%2C643&#038;quality=80&#038;ssl=1"  alt="Two animated beavers sitting on a car seat. One beaver wears a black crown and smiles, while the other beaver holds a smartphone and grins widely. The background features a sunny outdoor scene."  class="wp-image-258873" ></a><figcaption class="wp-element-caption">(L-R): King George and Mabel Beaver in Disney and Pixar’s HOPPERS. Photo courtesy of Disney/Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: In a stylised film like Hoppers, you’re always balancing plausible physics with deliberate exaggeration. How do you decide how “real” hair and fur should behave versus how “cartoon” it should read?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: It’s all about the story! The first question we ask is: Does it serve the story better if things behave and look more realistic, or more stylised? Then we go from there. On Hoppers, the main criteria were to make the characters look endearing, comedic, but also instantly recognisable for the fast cuts. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h371_54_cspub164033.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="645"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h371_54_cspub164033.jpg?resize=1200%2C645&#038;quality=80&#038;ssl=1"  alt="Three animated characters, a group of cheerful furry creatures, are seen inside a vehicle. One holds a smartphone displaying colorful icons, while another wears a paper crown, all showcasing friendly expressions against a light background."  class="wp-image-258874" ></a><figcaption class="wp-element-caption">(L-R): Mabel Beaver (voice of Piper Curda), King George (voice of Bobby Moynihan), Tom Lizard (voice of Tom Law), and Loaf (voice of Eduardo Franco) in Disney and Pixar’s “Hoppers,” releasing in U.S. theaters March 6, 2026. Photo courtesy of Disney/Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: How much of that balance is determined by art direction, and how much do you discover later through animation and shot work?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: It is usually a very collaborative and fluid process. In most cases, we have a pretty solid foundation coming from art direction, but as we move from 2D into 3D we adjust as we explore and learn things.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h068_106c_pubpub16477.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="645"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h068_106c_pubpub16477.jpg?resize=1200%2C645&#038;quality=80&#038;ssl=1"  alt="Three animated characters in a classroom setting. One character with curly hair holds a book, a middle-aged woman gestures with glasses, and a girl in a jacket leans forward, all appearing engaged in discussion. A blackboard with scientific notes is in the background."  class="wp-image-258877" ></a><figcaption class="wp-element-caption">(L-R): Dr. Sam, Nisha, and Mabel in Disney and Pixar&#8217;s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: How early were you involved in character preparation and design decisions for the protagonists and key characters?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: On this film, I joined fairly late. So most of the key characters were already being worked on. Most workflows and the design language had been figured out at that point. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h220_77cpub16207.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="645"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h220_77cpub16207.jpg?resize=1200%2C645&#038;quality=80&#038;ssl=1"  alt="A group of animated characters, including two furry animals and a white duck, wearing crowns, standing on a mound of sticks. Colorful dragon-like creatures are positioned in the background against a dark, wooded landscape."  class="wp-image-258875" ></a><figcaption class="wp-element-caption">A scene from Disney and Pixar&#8217;s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: On the design side, did grooming constraints ever influence decisions like hair length, density, silhouette, or “how much the hair is allowed to move”?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: Actually, yes. I worked on the skunks, and they are a great example of such a decision. One of the main features of a skunk (besides it’s smell) is its big bushy tail. In nature, the anatomical part of the tail is very skinny and the whole volume comes from it’s fluffy fur. But simulating that would not only be more expensive, but maintaining a fluffy, instantly recognisable shape would also be trickier. So we “cheated” and increased the tail&#8217;s volume to grow the hair by quite a bit. Thereby reducing the length of the individual hair curves. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h138_247z_4kpub163119.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="646"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h138_247z_4kpub163119.jpg?resize=1200%2C646&#038;quality=80&#038;ssl=1"  alt="A large bear stands in a forest clearing, holding an orange character by the scruff. Surrounding them is a crowd of various animated animals, including rabbits, deer, and raccoons, all watching intently against a backdrop of tall trees."  class="wp-image-258876" ></a><figcaption class="wp-element-caption">A scene still from Disney and Pixar’s “Hoppers,” releasing in U.S. theaters March 6, 2026. ©2026 Disney/Pixar. All Rights Reserved.”</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: Hoppers has characters that can read as more animal-like in one context and more human-like in another, depending on the scene and how we’re meant to interpret them. Did you get explicit direction to shift the exterior presentation of characters for that?</strong> </p>



<p class="wp-block-paragraph">Markus Kranzler: The main change when we see the animals from a human’s perspective is their eyes. We called them “Dot Eyes”. Since we as humans read a lot of expressions from the eyes, that shift alone made a big enough difference. We only had to make minor tweaks to the model and grooming to account for the slight difference in that region. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use-h095_36actpub162398.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="648"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use-h095_36actpub162398.jpg?resize=1200%2C648&#038;quality=80&#038;ssl=1"  alt="Two animated scientists in lab coats stand in a laboratory. One, with curly gray hair, holds a clipboard while the other presents a fluffy, orange creature on a platter. The background features lab equipment and chalkboards."  class="wp-image-258860" ></a><figcaption class="wp-element-caption">(L-R) Dr. Sam and Dr. Nisha in Pixar&#8217;s HOPPERS. Photo courtesy of Pixar. © 2025 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: Tooling question: was this largely one grooming system end-to-end, or did you use multiple systems for different needs?</strong><br />Markus Kranzler: We have our own proprietary grooming tool within our in-house animation software, “Presto,” called “Pele”. We use that for both animal fur and human hair, and from there it feeds into our standard shading pipeline. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/d23_escapethelab_paintingprep_004_moblur_newhappy2concept16.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="648"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/d23_escapethelab_paintingprep_004_moblur_newhappy2concept16.jpg?resize=1200%2C648&#038;quality=80&#038;ssl=1"  alt="An animated scene featuring a cheerful beaver running in a lab, with papers flying around. An elderly woman, looking surprised, reaches out toward the beaver, while a person sits in a chair wearing a yellow helmet in the background."  class="wp-image-258842" ></a><figcaption class="wp-element-caption">DISNEY AND PIXAR’S “HOPPERS” HITS THEATERS IN 2026 &#8212; What if you could talk to animals and understand what they’re saying? In Disney and Pixar’s all-new feature film “Hoppers,” scientists have discovered how to “hop” human consciousness into lifelike robotic animals, allowing people to communicate with animals as animals! The adventure introduces Mabel, an animal lover who seizes an opportunity to use the technology, uncovering mysteries within the animal world that are beyond anything she could have imagined. Directed by Daniel Chong and produced by Nicole Paradis Grindle, “Hoppers” features the voices of Piper Curda, Bobby Moynihan and Jon Hamm. The film opens exclusively in theaters in 2026. © 2024 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: For artists trying to achieve a similar look, what are the first conceptual steps you take when approaching a new groom, for example, a beaver?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: First I need to understand the art direction. For us, the guideline comes mostly from 2D drawings. Before we start, we have a kick off meeting with the production designer, art director, and/or character designer. In that kick-off, we go over the general aesthetic of the film, who the character is and what they do in the movie, and then break apart each component. </p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h150_508a_cspub162428.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="645"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h150_508a_cspub162428.jpg?resize=1200%2C645&#038;quality=80&#038;ssl=1"  alt="Three animated beavers stand on a rocky surface in a sunny landscape, with rolling hills in the background. A small, green lizard-like character stands in front of one of the beavers, creating a playful scene."  class="wp-image-258880" ></a><figcaption class="wp-element-caption">(L-R): Loaf, Beaver Mabel Beaver, Tom Lizard, and King George in Disney and Pixar&#8217;s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph">Often we will also get some photographs of real-world examples that serve as inspiration, but we clarify what we want to preserve and how we want to diverge from reality. Once I have that understanding and reference material, it’s very similar to how one would approach a photo-realistic asset. E.g. drawing textures, placing and grooming the hair curves, adjusting the specularity, tweaking displacement etc. And you do <strong>a lot </strong>of iterations.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h255_17k_4kpub161204.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="644"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h255_17k_4kpub161204.jpg?resize=1200%2C644&#038;quality=80&#038;ssl=1"  alt="A comedic scene featuring a central white goose wearing a crown, surrounded by colorful cartoon snakes and frogs, all with exaggerated facial expressions. A butterfly flutters above them in a dimly lit setting."  class="wp-image-258870" ></a><figcaption class="wp-element-caption">A scene from Disney and Pixar&#8217;s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: Reference for SOME of these animals is abundant. How do you sort, filter, and prioritize reference when translating real-world anatomy into a stylised film language? </strong></p>



<p class="wp-block-paragraph">Markus Kranzler: That is a pretty common and important discussion that comes up in meetings and reviews. As I mentioned, our guideline is usually a 2D drawing, which inherently is a simplification of something by an artist. And then a shading artist like me interprets it to create a different version of it. It’s a bit like a game of telephone. Sometimes the message gets jumbled up. It does get easier with time, as all parties gain more experience in communicating and interpreting the intentions. But sometimes that can also lead to new discoveries that improve results. So it’s always a learning curve, but that makes it exciting and refreshing every time. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h255_53a_4kpub163667.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="641"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h255_53a_4kpub163667.jpg?resize=1200%2C641&#038;quality=80&#038;ssl=1"  alt="A close-up view of a butterfly with vibrant orange and black wings, showcasing intricate patterns and textures against a dark background."  class="wp-image-258869" ></a><figcaption class="wp-element-caption">Insect Queen in Disney and Pixar&#8217;s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: Looking back, do you have a favourite character to work on, and why?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: My answer probably won&#8217;t be very exciting since I didn’t work on any of the main characters, but I would say my favourites are the classroom turtle we see at the beginning of the movie. Not a lot of grooming there, but I find it adorable. And then I made a character we called “Janky Beaver”. It’s one of the prototypes of the observation robots we see in a short time-lapse. You barely notice it in the movie, but I like it because it’s a great example of the wacky humour of the film.</p>



<figure class="wp-block-embed is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="Gacz2RqTyg7fpSKPBEXn43ZCkIONeW1b9mtjwAHDLv8UoJYx6FVdluri50"><blockquote class="wp-embedded-content" data-secret="TIF7wj9xiE"><a href="https://digitalproduction.com/2023/06/26/elementary/">Elementary!</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="&#8220;Elementary!&#8221; &#8212; DIGITAL PRODUCTION" src="https://digitalproduction.com/2023/06/26/elementary/embed/#?secret=fz8ImB3NP8#?secret=TIF7wj9xiE" data-secret="TIF7wj9xiE" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/10/how-pixar-cheats-a-skunk-tail/">How Pixar Cheats a Skunk Tail</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h150_516_4kpub16.jpg?fit=1200%2C645&#038;quality=80&#038;ssl=1" width="1200" height="645" medium="image" type="image/jpeg">
	<media:copyright>© 2025 Disney/Pixar. All Rights Reserved.</media:copyright>
	<media:title>© 2024 Disney/Pixar. All Rights Reserved.</media:title>
	<media:description type="html"><![CDATA[A group of animated animals gathered on a stone surface in a natural setting. A large bear roars, while smaller creatures, including a fluffy squirrel, a chubby rabbit, a tiny green lizard, and a deer, look on, creating a lively, playful scene.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">258841</post-id>	</item>
		<item>
		<title>Ornatrix V9 for 3ds Max: Paint, Plait, Perform</title>
		<link>https://digitalproduction.com/2025/09/02/ornatrix-v9-for-3ds-max-paint-plait-perform/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 02 Sep 2025 18:29:10 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Alembic export]]></category>
		<category><![CDATA[Autodesk 3ds Max]]></category>
		<category><![CDATA[Ephere plugin update]]></category>
		<category><![CDATA[grooming]]></category>
		<category><![CDATA[hair]]></category>
		<category><![CDATA[hair grooming tools]]></category>
		<category><![CDATA[interactive braiding]]></category>
		<category><![CDATA[Ornatrix V9]]></category>
		<category><![CDATA[paint hair textures]]></category>
		<category><![CDATA[Plug-in]]></category>
		<category><![CDATA[SIMD viewport]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=197744</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/15-ornatrix-3dsmax-v9-youtube-0-0-49.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="An interface screenshot of 3D modeling software displaying a stylized hair design with colorful strands highlighted in blue and cyan. The text "Clump manipulators" is shown at the bottom left, and various editing tools are visible on the side." /></div><div><p>Ornatrix V9 brings hair painting, braiding, SIMD viewport speed, Alembic export and modifier tweaks, grooming artists get the full treatment.</p>
<p>The post <a href="https://digitalproduction.com/2025/09/02/ornatrix-v9-for-3ds-max-paint-plait-perform/">Ornatrix V9 for 3ds Max: Paint, Plait, Perform</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/15-ornatrix-3dsmax-v9-youtube-0-0-49.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="An interface screenshot of 3D modeling software displaying a stylized hair design with colorful strands highlighted in blue and cyan. The text "Clump manipulators" is shown at the bottom left, and various editing tools are visible on the side." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:857,&quot;href&quot;:&quot;https:\/\/ephere.com\/plugins\/autodesk\/max\/ornatrix\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:858,&quot;href&quot;:&quot;https:\/\/ephere.com\/plugins\/autodesk\/max\/ornatrix\/purchase_Perpetual9.html&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251105062813\/https:\/\/ephere.com\/plugins\/autodesk\/max\/ornatrix\/purchase_Perpetual9.html&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 16:30:13&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-01 16:55:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-07 19:49:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-13 07:05:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-25 20:48:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-06 01:06:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-15 08:17:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-25 02:32:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-28 06:35:44&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-03 15:40:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-16 07:33:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-19 15:09:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-24 02:04:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-31 16:23:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-04 16:56:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-12 20:30:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-16 14:35:32&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-16 14:35:32&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><a href="https://ephere.com/plugins/autodesk/max/ornatrix/?utm_source=chatgpt.com">Ephere</a> has released <strong><a href="https://ephere.com/plugins/autodesk/max/ornatrix/purchase_Perpetual9.html" title="">Ornatrix V9</a> for <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a></strong>. The grooming plugin expands its toolset for hair, fur, and feather creation with direct painting, interactive braiding, clump control, and viewport acceleration. The developer describes this version as “more advanced, yet also more friendly than ever.”</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/xETqMh9iol4?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="painting-directly-on-hair" class="wp-block-heading">Painting Directly on Hair</h3>



<p class="wp-block-paragraph">The new <strong>Brush Textures</strong> system allows textures to be painted directly onto strands. This eliminates dependency on external maps for colour or attributes and is particularly useful for stylised or localised looks.</p>



<p class="wp-block-paragraph">Guide editing also benefits from UI refinements: tool icons have been updated, channels are easier to select, and a new <strong>Show Channels Map</strong> function improves feedback when sculpting guides.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/15-ornatrix-3dsmax-v9-youtube-0-0-49-1.jpeg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A 3D software interface showcasing hair modeling tools. Clump manipulators are highlighted in blue and red, demonstrating control over hair strands on a digital head model. The workspace includes various tool panels and settings."  class="wp-image-197748" ></figure>



<h3 id="braiding-and-clump-control" class="wp-block-heading">Braiding and Clump Control</h3>



<p class="wp-block-paragraph">V9 introduces <strong>interactive braiding</strong>—artists can now create plaits directly in the viewport rather than constructing them manually.</p>



<p class="wp-block-paragraph">Clump tools gain refinements: clumps are coloured for identification, manipulator accuracy has improved, and hit-testing now considers strand width. A new UI slider for manipulators gives more direct control over strand grouping.</p>



<h3 id="modifier-enhancements" class="wp-block-heading">Modifier Enhancements</h3>



<p class="wp-block-paragraph">Several modifiers see targeted upgrades:</p>



<ul class="wp-block-list">
<li><strong>Generate Guide Data</strong> now visualises group data and output channels.</li>



<li><strong>Mesh from Strands</strong> supports procedural textures on strand-based meshes, adds “Cap faces” for closed tubes, and improves strand group meshing.</li>



<li><strong>Merge</strong> now includes overlap-resolving blend modes when combining grooms.</li>



<li><strong>Surface Comb</strong> offers curved sinks, expanded transform control (move, rotate, scale), and orientation based on the middle sink.</li>



<li><strong>Length</strong> gains curved extensions.</li>



<li><strong>Frizz</strong> includes a “Scale Randomness” option.</li>



<li><strong>Warp Roots</strong> now allows procedural density changes.</li>



<li><strong>Adopt External Guides</strong> supports dependency assignment, critical for Unreal Engine workflows.</li>



<li><strong>Ground Strands</strong> separates distribution meshes from character meshes.</li>



<li><strong>Hair from Guides</strong> consolidates root-count settings into one map.</li>
</ul>



<p class="wp-block-paragraph">New presets—<strong>Feather</strong> and <strong>Hair Ball</strong>—join the groom library. Existing presets have improved icons, better node naming, and corrected strand directions.</p>



<h3 id="alembic-and-interoperability" class="wp-block-heading">Alembic and Interoperability</h3>



<p class="wp-block-paragraph">Alembic support has been reworked. The export dialog now uses Qt instead of Win32 and can write strand rotations. Export of the <strong>groom_color</strong> attribute enables compatibility with Unreal Engine’s Alembic importer.</p>



<h3 id="viewport-and-ui" class="wp-block-heading">Viewport and UI</h3>



<p class="wp-block-paragraph">The <strong>viewport now runs hair calculations on the GPU</strong>, significantly improving interactivity with complex grooms. Volumetric strand shadows are enabled by default with adjustable parameters.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/15-ornatrix-3dsmax-v9-youtube-0-1-35.jpeg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A digital rendering showcasing improved hair display technology with numerous hair strands appearing in various shades and textures, against a dark background. The top displays &#039;V9 (new)&#039; and the bottom highlights &#039;Improved Hair Displav&#039;."  class="wp-image-197749" ></figure>



<p class="wp-block-paragraph">The user interface has also been modernised: Qt dialogs replace older windows, a “reset to defaults” button has been added to settings, and modify-panel icons have been refreshed.</p>



<h3 id="pricing-and-upgrades" class="wp-block-heading">Pricing and Upgrades</h3>



<ul class="wp-block-list">
<li>Users who bought <strong>Ornatrix V8</strong> within the last six months receive <strong>V9 free of charge</strong>.</li>



<li>A <strong>50 % early-bird discount</strong> on perpetual licences applies until <strong>1 October 2025</strong>. After that date, the discount drops to <strong>25 %</strong>.</li>



<li>Monthly and yearly rentals are available, with <strong>rental licence holders upgraded automatically</strong>.</li>



<li>A perpetual license costs 649 USD per User, 5 or more will set you back 628 USD per license, and a site license (21 or more) is 12495 USD. </li>
</ul>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="210"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/image-1.png?resize=1200%2C210&#038;quality=72&#038;ssl=1"  alt="Comparison of rental license options shown on a dark background. It includes three plans: monthly for $59, six-month plan for $288 ($48/month), and annual plan for $504 ($42/month), emphasizing the importance of using the latest version."  class="wp-image-197753" ></figure>



<p class="wp-block-paragraph"></p>



<h3 id="for-production-use" class="wp-block-heading">For Production Use</h3>



<p class="wp-block-paragraph">Ornatrix V9 introduces genuinely new grooming workflows, but artists should verify compatibility and stability in production contexts. The addition of GPU hair, Alembic extensions, and procedural modifiers may require pipeline adjustments. Testing in-house is recommended before deployment.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/15-ornatrix-3dsmax-v9-youtube-0-0-08.jpeg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A man with curly hair and a beard stands inside a dimly lit stone chamber, wearing a black armor-like outfit. Intricate carvings of creatures adorn the walls, creating a dramatic backdrop."  class="wp-image-197750" ></figure>



<h3 id="" class="wp-block-heading"></h3>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/09/02/ornatrix-v9-for-3ds-max-paint-plait-perform/">Ornatrix V9 for 3ds Max: Paint, Plait, Perform</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">197744</post-id>	</item>
		<item>
		<title>Hair Today, Cards Tomorrow: New 3ds Max Tool for Haircard Workflows</title>
		<link>https://digitalproduction.com/2025/05/16/hair-today-cards-tomorrow-new-3ds-max-tool-for-haircard-workflows/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 16 May 2025 05:54:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Autodesk 3ds Max]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[grooming]]></category>
		<category><![CDATA[Hair Cards Tool]]></category>
		<category><![CDATA[haircard workflow]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=181003</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/file.jpg?fit=1200%2C632&quality=80&ssl=1" width="1200" height="632" title="" alt="3D model of a head with hair simulation tools on screen" /></div><div><p>Hair Cards Tool for 3ds Max adds a non-destructive workflow for generating haircards with editing, baking and AO features.</p>
<p>The post <a href="https://digitalproduction.com/2025/05/16/hair-today-cards-tomorrow-new-3ds-max-tool-for-haircard-workflows/">Hair Today, Cards Tomorrow: New 3ds Max Tool for Haircard Workflows</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/file.jpg?fit=1200%2C632&quality=80&ssl=1" width="1200" height="632" title="" alt="3D model of a head with hair simulation tools on screen" /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:1635,&quot;href&quot;:&quot;https:\/\/www.artstation.com\/marketplace\/p\/agjmN\/hair-cards-tool-3ds-max&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251129052037\/https:\/\/www.artstation.com\/marketplace\/p\/agjmN\/hair-cards-tool-3ds-max&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 20:22:10&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2025-12-31 06:15:45&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-12 07:06:23&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-16 21:35:09&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-22 16:28:28&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-26 11:22:53&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-09 09:26:53&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-17 21:52:08&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-24 02:04:22&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-01 14:42:54&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-06 07:03:29&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-13 06:33:25&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-13 06:33:25&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">The <a class="" href="https://www.artstation.com/marketplace/p/agjmN/hair-cards-tool-3ds-max">Hair Cards Tool for 3ds Max</a> is aimed at artists handling haircard-based grooming setups. The tool introduces a non-destructive, modifier-based workflow for creating and editing haircards, while keeping the original splines untouched.</p>



<p class="wp-block-paragraph">Haircards can be generated from splines with a single button click, and the result remains editable thanks to modifiers like symmetry, skewing and AO baking &#8211; all of which stay linked to the source. That makes it easy to iterate on style and structure without having to redo layouts. Existing splines can be preserved and reused, keeping base elements intact during adjustments.</p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/N_OzvWmcl3g?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h4 class="wp-block-heading" id="h-ao-baking-batch-uvs-and-card-editing"><span id="ao-baking-batch-uvs-and-card-editing">AO baking, batch UVs and card editing</span></h4>



<p class="wp-block-paragraph">A major feature is Ambient Occlusion baking, which can be applied either to selected elements or all cards at once. AO maps are baked directly into vertex color, useful for preview shading or export. There’s also batch UV layout generation with options for packing based on length, area or vertical alignment. The UV system supports real-time feedback while adjusting card shapes.</p>



<p class="wp-block-paragraph">Cards themselves can be mirrored, rotated, edited or reshaped &#8211; with visual handles in the viewport. You can also brush the UVs for finer control. Cards can be sorted by width or length and split into left/right groups automatically for mirrored hair setups.</p>



<h4 class="wp-block-heading" id="h-linkable-and-non-destructive-workflow"><span id="linkable-and-non-destructive-workflow">Linkable and non-destructive workflow</span></h4>



<p class="wp-block-paragraph">One core idea behind the tool is that it avoids destructive modeling steps: instead of flattening geometry or collapsing modifiers, Hair Cards Tool keeps everything parametric. Artists can toggle between multiple configurations and edit the same haircards from different spline sources, using multiple object sets as input.</p>



<p class="wp-block-paragraph">To support large-scale grooming, the tool also includes an &#8220;Edit Cards&#8221; modifier, which enables quick alignment and snapping without altering the spline setup. That allows riggers and grooming artists to work in parallel without breaking the scene structure.</p>



<h4 class="wp-block-heading" id="h-for-3ds-max-users-not-blender"><span id="for-3ds-max-users-not-blender">For 3ds Max users, not Blender</span></h4>



<p class="wp-block-paragraph">This release is strictly for 3ds Max. It does not support other DCCs like Blender or Maya. The tool is delivered as a MaxScript-based package and runs within the 3ds Max environment. Hair Cards Tool for 3ds Max is available on ArtStation Marketplace for <a class="" href="https://www.artstation.com/marketplace/p/agjmN/hair-cards-tool-3ds-max">39.90</a>€  As with any grooming or rigging tool, it’s recommended to test the Hair Cards Tool in a non-critical environment before introducing it into production scenes. Compatibility, speed, and usability under real-world constraints may differ from the advertised workflow.</p><p>The post <a href="https://digitalproduction.com/2025/05/16/hair-today-cards-tomorrow-new-3ds-max-tool-for-haircard-workflows/">Hair Today, Cards Tomorrow: New 3ds Max Tool for Haircard Workflows</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">181003</post-id>	</item>
		<item>
		<title>HairFlow: Bad Hair Days Are Simulated Now</title>
		<link>https://digitalproduction.com/2025/05/13/hairflow-bad-hair-days-are-simulated-now/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 13 May 2025 06:23:56 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender hair simulation]]></category>
		<category><![CDATA[Blender nodes]]></category>
		<category><![CDATA[curve simulation]]></category>
		<category><![CDATA[grooming]]></category>
		<category><![CDATA[hair rigging]]></category>
		<category><![CDATA[HairFlow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[post-production]]></category>
		<category><![CDATA[real-time hair animation]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[VICUBE Animation]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=167113</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/8-scaled-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A person diving above a sunken ship underwater." /></div><div><p>HairFlow simulates hair in Blender using simulation nodes—wind, gravity, collisions, even goosebumps. Realtime playback included.</p>
<p>The post <a href="https://digitalproduction.com/2025/05/13/hairflow-bad-hair-days-are-simulated-now/">HairFlow: Bad Hair Days Are Simulated Now</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/8-scaled-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A person diving above a sunken ship underwater." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:1649,&quot;href&quot;:&quot;https:\/\/vicube-animation.com\/hairflow&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251112052131\/https:\/\/vicube-animation.com\/hairflow\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 20:30:38&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-02 19:43:47&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-11 05:53:41&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-22 18:48:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-28 22:16:50&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-14 18:17:55&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-20 01:20:51&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-26 23:10:32&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-04 05:50:17&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-08 01:40:06&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-15 09:29:50&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-23 08:07:27&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-30 23:40:53&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-05 08:37:47&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-12 15:52:58&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-12 15:52:58&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1650,&quot;href&quot;:&quot;https:\/\/superhivemarket.com\/products\/hairflow&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251119222722\/https:\/\/superhivemarket.com\/products\/hairflow&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 20:31:52&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-02 19:44:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-14 01:23:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-22 18:48:25&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-28 22:17:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-14 18:18:13&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-20 20:40:35&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-28 21:01:46&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-04 05:50:19&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-08 01:40:08&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-15 09:29:53&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-23 08:07:25&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-30 23:41:06&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-13 16:28:26&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-13 16:28:26&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1651,&quot;href&quot;:&quot;https:\/\/vicubeanimation.gumroad.com\/l\/hairflow&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251120012859\/https:\/\/vicubeanimation.gumroad.com\/l\/hairflow&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 20:31:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-02 19:44:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-14 01:23:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-22 18:48:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-28 22:17:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-14 18:18:13&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-20 20:40:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-28 21:01:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 05:50:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-08 01:40:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-15 09:29:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-23 08:07:28&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 23:41:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-13 16:28:25&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-13 16:28:25&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">What is HairFlow?</p>



<p class="wp-block-paragraph">HairFlow is a Blender add-on for animating hair curves, developed by Tim Masin of <a class="" href="https://vicube-animation.com/hairflow">VICUBE Animation</a>. It harnesses Blender’s new <strong>simulation node system</strong> to simulate hair and fur movement on characters and animals. Unlike physics setups using bones or curve deformers, HairFlow offers a <strong>non-destructive, modifier-based workflow</strong> that’s fast and direct.</p>



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<p class="wp-block-paragraph">At the heart of HairFlow is Blender’s simulation node technology. The add-on works directly on Blender’s hair curves—those added through the curve system in Blender 3.3 and up—and simulates them in realtime. This is not an object-level workaround. It’s direct curve simulation.</p>



<p class="wp-block-paragraph">Users can attach HairFlow as a <strong>modifier</strong>, edit physics parameters live, and see the results immediately. For viewport performance, HairFlow offers a <strong>proxy hair system</strong> that lets users preview simulations at reduced strand counts while maintaining full-resolution visuals using interpolation. All of it happens in real time—so yes, that mohawk can sway while you scrub the timeline.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/856280/image/xlarge-1ddf098a019f977e21011a6e12a6cb62.jpg?w=1200&#038;quality=80&#038;ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/856280/image/xlarge-1ddf098a019f977e21011a6e12a6cb62.jpg" ></figure>



<h3 class="wp-block-heading" id="h-physics-please-gravity-wind-amp-goosebumps"><span id="physics-please-gravity-wind-goosebumps">Physics, Please: Gravity, Wind &amp; Goosebumps</span></h3>



<p class="wp-block-paragraph">HairFlow allows simulation of wind, gravity, and even more stylised physics effects—without touching Python. Gravity can be <strong>dialed up or down</strong>, making it possible to simulate underwater environments, space scenes, or normal terrestrial movement. <strong>Wind effects</strong> support both strength and turbulence, and work as procedural forces. Different hair sections (e.g., top layer vs. fringe) can be assigned separate settings, allowing finer control. Need frizz? There&#8217;s a <strong>frizz modifier</strong>. Need panic? Radial forces simulate shocks or goosebumps.</p>



<h3 class="wp-block-heading" id="h-two-objects-one-hair"><span id="two-objects-one-hair">Two Objects, One Hair</span></h3>



<p class="wp-block-paragraph">You can attach up to <strong>two external objects</strong> to specific points on the hair curve. These follow the simulation—including rotation—making HairFlow suitable for more stylised or advanced setups, such as attaching accessories or using hair curves as rigged tentacles.</p>



<h3 class="wp-block-heading" id="h-collision-that-actually-collides"><span id="collision-that-actually-collides">Collision That Actually Collides</span></h3>



<p class="wp-block-paragraph">HairFlow includes <strong>collision support</strong> with one main and one secondary object. These collision objects can be animated and are not restricted to static meshes. Collisions respond to the motion of these objects, helping to avoid unnatural hair clipping in animation or simulation-heavy scenes.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/856282/image/xlarge-4283c6a8e14d1a46a56e383d662259ee.jpg?w=1200&#038;quality=80&#038;ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/856282/image/xlarge-4283c6a8e14d1a46a56e383d662259ee.jpg" ></figure>



<h3 class="wp-block-heading" id="h-interpolation-and-proxy-strands"><span id="interpolation-and-proxy-strands">Interpolation and Proxy Strands</span></h3>



<p class="wp-block-paragraph">To handle performance-heavy scenes, HairFlow allows simulation of a limited number of strands—<strong>proxy hairs</strong>—and uses an interpolation algorithm to simulate the appearance of full head coverage. This allows for complex sims with acceptable realtime performance in the viewport, making it friendly to actual production timelines.</p>



<h3 class="wp-block-heading" id="h-modifier-priority-placement-matters"><span id="modifier-priority-placement-matters">Modifier Priority: Placement Matters</span></h3>



<p class="wp-block-paragraph">HairFlow is compatible with Blender’s <strong>Surface Deformation Nodes</strong> and most third-party geometry-node-based deformation modifiers. However, <strong>modifier order matters</strong>: HairFlow should be placed at the end of the modifier stack to ensure correct simulation results, particularly when working with sculpted or animated meshes.</p>



<h3 class="wp-block-heading" id="h-what-it-s-not"><span id="what-its-not">What It’s Not</span></h3>



<p class="wp-block-paragraph">HairFlow is not a general-purpose rigging tool for noodles, tails, or tentacles (even if it looks like it could be). It is designed specifically for <strong>animating hair and fur</strong> in Blender using the curves system. For other use cases, you’re on your own—and yes, it’s tempting.</p>



<h3 class="wp-block-heading" id="h-price-and-availability"><span id="price-and-availability">Price and Availability</span></h3>



<p class="wp-block-paragraph">HairFlow is available for purchase on <a href="https://superhivemarket.com/products/hairflow">Blender Market</a> (20$) and <a href="https://vicubeanimation.gumroad.com/l/hairflow">Gumroad</a> (18$). Prices vary depending on platform and licensing, so have a look at the sites for your fitting match.</p><p>The post <a href="https://digitalproduction.com/2025/05/13/hairflow-bad-hair-days-are-simulated-now/">HairFlow: Bad Hair Days Are Simulated Now</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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