Introduction
Workflow
Medusa Nodes utilizes a workflow similar to many other industry-standard procedural hair creation toolsets, but it also incorporates unique Blender-esque features made possible by Blender’s powerful Geometry Nodes system.
To be able to understand the workflow, first we need to understand which types of objects Medusa Nodes uses.
Object Types
There are 3 distinct object types relevant to the Medusa Nodes procedural workflow:
Hair
Hair object is the actual hair or fur of a 3D character, with individual hair follicles represented as splines.
Hair object receives all the deformations from different deformers and is intended for rendering.
Guide
Guide object is similar to Hair object internally, but it serves as parent for splines (individual hair follicles) in the Hair object.
Guides deform the splines using the Guide deformer, by doing so they define the flow and direction of the hair.
In the context of Blender Particle Hair: the Guide is the parent particle, while the Hair is the interpolated child particle.
Emitter
Emitter is the mesh geometry used by Hair object to generate hair strands.
It’s essential for Emitter to have a proper UVMap.