Objects & ScenesAnimation & Simulation

Hair Systems

A Hair System grows thousands of simulated strands from a surface. Use it for character hair, animal fur, grass, moss, carpet or any fibrous surface. The strands are simulated, so they hang under gravity, sway with wind, and settle when the object stops moving.

Hair renders on the WebGPU graphics pipeline. On a browser without WebGPU support, which falls back to WebGL, hair will not appear — so set your scene's Renderer accordingly before publishing. See Play Settings.


Adding hair

From the toolbar's Create menu, choose Hair.

The new Hair System arrives with a built-in scalp so you can see the strands immediately. To grow hair from your own geometry instead, select the Hair System and set Object in the inspector to the object you want it to grow from.


The inspector

Select a Hair System and the inspector groups its controls:

GroupWhat it controls
SimulationPlay, pause and reset the strand simulation in the editor
ObjectThe surface the strands grow from
Hair ShapeLength, curl, clumping and how the strands are distributed
PhysicsGravity, stiffness, wind and damping
ColorsRoot, mid and tip colours, or inheriting the surface's colour
Noise ColorsAn optional colour variation mixed across the strands

Simulation

Hair is simulated, so it needs to run to settle into place. Use the Play and Pause buttons in the Simulation group to watch it in the editor, and Reset to drop it back to its starting pose.

You don't need to press play for the published scene — Play mode and published scenes always simulate. The buttons are for previewing while you work.

Where the strands grow

The Object control decides the surface. You can either:

  • Use one of the built-in scalp shapes, which the Hair System renders itself — useful for a quick head of hair, or as a stand-in while you block out a scene.
  • Point it at an object in your scene, and the strands seed from that object's surface. This is how you get fur on a creature or grass across a terrain.

Hair Shape

Controls the strands themselves: how long they are, how much they kink or curl and how often, how strongly they clump together and how big those clumps are, how far the tips separate, and how widely the roots spread across the surface.

Clumping is what separates convincing hair from a uniform fuzz — real hair gathers into strands that share a direction.

Physics

Gravity pulls the strands down; stiffness resists it, holding a shape rather than hanging limp. Wind pushes the strands sideways, and damping controls how quickly motion dies away — low damping keeps hair swinging after the object stops.

Colour

By default you set a root, mid and tip colour and the strands blend between them, which is how most hair and fur reads: darker at the root, lighter at the tips.

Alternatively, have the hair take its colour from the base object's surface, so strands growing out of a patterned or textured object pick up that pattern. You can then brighten or darken the root and tip relative to the sampled colour.

Noise Colors mixes additional colours across the hair to break up a flat result — useful for grass, where uniform green looks synthetic.


Tips

  • Fewer, better strands. Long, heavily kinked, densely clumped hair costs more to simulate and draw. If a scene slows down, reduce length and strand density before anything else.
  • Let it settle. Judge a look with the simulation running, not paused — gravity and stiffness change the silhouette substantially.
  • Grass is hair. Short strands, high stiffness, low gravity and a noise colour mix over a ground object gives you a grass field without modelling anything.
  • Shadows are optional. Hair can cast and receive shadows from your scene lights; turning casting off is an easy performance win on dense hair.

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