GroomFlow_Pro
- Digital1,200 JPY











🔥 Boost Your Blender Grooming Workflow with GroomFlow Pro! GroomFlow Pro is an advanced, guide-driven grooming add-on for Blender designed for professional character artists. Say goodbye to heavy viewport lagging and messy root alignment. Generate dense, production-ready hair and fur effortlessly using a clean, non-destructive pipeline. 🚀 Key Features Guide-Based Strand Generation Create dense, high-quality hair strands from lightweight guide curves. Maximize visual fidelity without the performance limitations of traditional systems. Surface-Locked Distribution (BVHTree-Powered) No more floating roots or mesh clipping! Our continuous surface projection system perfectly snaps every strand root directly onto high-curvature areas like eyebrows, eyelashes, and beards. Optimized & Non-Destructive Workflow Keep your guide curves completely separate from the generated output. Enjoy a clean, mirror-professional pipeline ideal for character hair, fur, and Unreal Engine groom preparation. 📦 What's Included? GroomFlow Pro Blender Add-on (.zip) Official User Guidebook & Documentation Future updates and bug fixes 📖 Official Online Guidebook & Documentation For a detailed guide, step-by-step tutorials, and technical documentation of GroomFlow Pro, please visit our official site: 👉 https://mayalhc.github.io/GroomFlow_Pro We are quickly updating the guide with the latest information. 🆕 What's New in v1.8.1 (Performance) NEW: Pin the Tied Region during Hair Dynamics (Blender 5.2+) Only the stretch of hair a tie grips stays pinned now - not the whole curve. The pin peaks at full strength exactly where the tie grips and fades smoothly to nothing toward root and tip, so the free lengths either side keep simulating. Each tie gets a Pin Width slider (select the tie to see it): 0.25 holds the middle half of the strand, 0.5 holds everything but the very ends. The solver's own state is never touched: the pin lives in the Hair Dynamics node wrapper as a per-point mask (gf_pin) written from the ties, so there is nothing to reset and no per-frame Python. Toggle it with Pin Tied Strands in the Hair Dynamics settings. Untying a tie unpins its strands automatically. Grooms whose dynamics were attached before this update - or whose wrapper was wired by hand and broke - get the whole thing rebuilt from scratch by the new Rebuild Dynamics button (settings are kept, and the children's wrapper is rebuilt with it). Fix: "Build Children" did nothing with the Live Engine off The one-shot build path stood down behind the live-engine guard, so with Live toggled off it created the children object and computed nothing. Build now always computes. Generation is much faster The per-point Python loop that filled every strand (100k+ iterations on a 5k-guide groom) is now a handful of numpy operations, and the evaluated pose is applied to the build mesh with foreach_set instead of two per-vertex loops. Live engine ticks are lighter GPU input textures are re-uploaded only when their data actually changes (the RNG table and surface normals now upload ~never during playback), the guide-follow attributes are rewritten only when guide roots move, slider drags coalesce into one deferred rebuild instead of one per drag event, and the depsgraph update list is scanned once per pass instead of once per guide. Scene-wide scans removed from the hot path Tie orphan cleanup now runs only when something was deleted (plus load and undo) instead of on every depsgraph update; the braid panel computes its guide distances once per redraw instead of three times; texture-mask generation no longer copies the entire image pixel buffer just to force an update; fur strand lengths use a cheap deterministic hash instead of building a random generator per strand.










