Hair

Turn curves into strands that swing, bend, and collide — keeping their length so they never stretch into spaghetti.

The Hair Sim node takes strands (curves or point chains) and brings them to life. Each strand keeps its length, resists bending, and bumps into the colliders and surfaces around it. Use it for hair, fur, grass, ropes, wires, or any long flexible thing.

Feeding it strands

Hair works on curves — long chains of points where each point follows the one before it. Lay out your strands first (scatter roots, draw guides, or grow curves), then wire them into simulation.hair. Drop the node into a feedback loop so the motion carries from frame to frame.

You don't need to convert anything by hand — strands feed straight in, and DNA handles the conversion automatically.

The first point of every strand is treated as the root and held in place. That's what pins your hair to a scalp or grass to the ground while the rest of the strand swings freely.

What the solver does

Three forces shape every strand, all resolved together each cook:

Everything runs on the GPU and updates live as you play, so you can dial bend and damping while watching the result move.

Parameters

ParameterTypeDefault
inputCollectionOf(Geometry)
pin_groupString""
iterationsNumber10
stretch_complianceNumber0
bend_complianceNumber0.001
dampingNumber0.010
stiffness_falloffNumber0
strengthNumber1

Colliding with the world

Wire colliders and surfaces into your physics setup and hair will respect them — grass parting around a rolling ball, fur pressing against a body. You can also push strands around with a Force Field for wind, turbulence, or a gust on a beat.

Very dense, high-resolution strands (lots of segments) are the heaviest case for the solver. If motion looks unstable on extremely fine hair, reduce the segment count per strand or raise the solver's iterations. See Making it faster.

See also