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1. Hair looks very flat after converting to Hair Cards. How can I improve this?

Hair cards simulate hair using texture projections, which can look flatter than particle hair. To enhance depth and realism:

Increase hair density when generating textures (adjust "Number");

Add random variations in length, rotation, and distortion in the Hair Card settings;

Use Clumping to create more natural, complex shapes;

Avoid overly dense textures—leave gaps to add layering and dimension.

 

2. The hair card mesh has millions of faces—how can I optimize it?

Too many cards or overly dense textures can cause mesh bloat. Try:

Reducing the total number of cards;

Increasing hair strands per texture;

Using LOD (Level of Detail) to generate simplified versions for export;

Keeping texture resolution within reasonable limits (e.g., 2K/4K).

 

3. Hair card textures appear black or materials don’t show—what should I do?

Possible causes:

The hair layer had no material assigned, so the texture wasn’t generated;

File path issues or permission restrictions (common on Windows);

Incomplete material node setup, especially Alpha not connected properly.

Check the material setup and test visibility in Render view. If the issue persists, refer to the provided screenshot guide.

 

4. Blender crashes or freezes during Hair Card conversion. Is this a bug?

It’s usually not a bug. Most crashes are due to too many hair guides or not using children, causing heavy performance load. The add-on generates cards based on hair guides. Recommendations:

Use children hairs instead of manually grooming all guides;

Reduce the number of hair strands in the conversion area;

Convert in batches to avoid overload.

 

5. Can hair curves be converted to hair cards?

Currently, hair card functionality only supports particle hair systems. For hair created with Geometry Nodes or Curve Hair, convert it to particles first before using the card system.

 

6. How do I bind the Hair Cards to the character’s head after conversion?

We recommend Surface Deform Modifier:

Set the parent of the hair card objects to an empty;

Use the Surface Deform modifier to bind the hair to the character’s head which is already rigged;

The hairstyle will then correctly follow deformations during character animation.

📘 [Check the official documentation]

 

7. Why do I see transparency issues or black edges in the game engine after exporting Hair Card?

Please check the following:

In the renderer settings, increase the Transparent value under Light Path;

Use the Alpha Blend material mode;

Make sure the generated Opacity map is correctly assigned;

Clear the cache manually before rendering or importing.

 

8. Why can't I change the Hair Card color using the Hue slider?

The Hue slider only works with colored textures. If the texture is grayscale, it won’t work. You can blend an RGB input node in the shader to simulate hair dyeing.

 

9. Can Hair Cards be imported into Character Creator / Unreal, etc.?

Yes. The add-on can generate the following maps:

Root Map

Depth Map

Base Color

Normal Map

If your target software requires specific maps (like Flow Map, ID Map, AO, etc.), you will need to manually create them. Successful import depends on the software’s support for FBX or card-based hair systems.

 

10. Why do I get a path error like "Cannot read BaseColorXXX.png" when converting Hair Cards?

This is usually due to:

Failed texture generation (possibly due to incorrect material settings);

Missing or restricted-access folders;

Conflicts between multiple particle systems.

Try copying the scene into a new project and re-convert. If the issue persists, please send us the project file and a screen recording for troubleshooting.

 

11. Is there a full video tutorial covering the entire workflow: Particle Hair → Hair Cards → Game Engine?

Currently, we don’t have a single full-process video, but we provide tutorials for each stage:

Hair modeling and grooming

Hair Card conversion

Material and texture setup

Export and game engine integration

 

12. Is it normal that Hair Card rendering looks much worse than particle hair?

Yes. Hair Cards are a performance-optimized alternative, and cannot fully replicate the natural look of particle hair. Adjust expectations accordingly and enhance the look with high-quality textures and optimized layout.

 

13. What texture formats and quantity adjustments does the Hair Card add-on support?

It supports generating:

Root Map

Depth Map

Base Color

Normal Map

You can adjust texture quantity via the conversion panel using parameters like Number, Card Width, and Resolution.

 

14. The Hair Card module isn’t very intuitive—can I send suggestions?

Absolutely! We highly value user feedback. We’ve already collected suggestions regarding quality and detail improvements. If you’re willing to share your project, screenshots, or ideas, we’ll forward them to the development team promptly.