Fiberbake · Hair Card Textures & Grooming
Does it only bake textures, or does it make the actual hairstyle?
Both. You bake a full PBR texture set, groom the cards onto a head as sculptable layers, and convert them into one finished mesh you export as FBX. It covers the whole path, not just the textures.
Which texture maps can it bake?
Up to 12 in one bake: Color, Opacity, Normal (OpenGL or DirectX), Roughness, Specular, Ambient Occlusion, Root-Tip, Flow Map, Thickness, Random, Depth and ID.
Do I need to know Blender to use it?
You need to be comfortable in Blender's viewport, but you never touch a node. Everything runs from one panel with a tooltip on every control, the grooming uses Blender's own curve sculpt brushes, and the documentation walks you through the whole process step by step.
Can I groom on my own character?
Yes. Pick any mesh as the emitter and the cards grow from its surface. Your own mesh must have a UV map, since the cards attach to the surface through it. Two real-scale base heads and a genderless scalp cap ship with the addon for when you do not have your own mesh.
Can I use it for commercial work, and sell the hair I make?
Yes to both. Both licenses cover personal and commercial use, and the Studio license covers up to 5 artists. The textures, cards and meshes you produce are yours, with no royalties and no attribution required.
How long does a bake take?
Seconds. Most passes are emission shaders, so they carry no noise and bake at low sample counts. Ambient Occlusion is the only pass that traces real rays, and Color is the one whose time really scales with your sample preset. On an RTX 4090 the full 12-pass set takes about ten seconds at 2K and under a minute at 4K. This is not a bake you start and walk away from.
What Blender version do I need?
Blender 5.0, 5.1 or 5.2 LTS. It bakes with Cycles, which ships with Blender by default, so there is nothing extra to install.
Can I groom hair cards I already have from somewhere else?
The grooming is built around the cards FiberBake bakes: it imports the OBJ card planes it exported, with UVs matched exactly to the atlas. The intended path is bake, then groom, in one loop. It is not a generic importer for third-party card sheets.
Does it do hair physics or simulation?
No. The cards are static, authored hair for real-time and game characters. That focus is intentional.
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