Bake the textures. Groom the hair. All in Blender.
FiberBake is a self-contained hair card suite for Blender. Design procedural strands, bake a complete PBR texture set, groom those cards into a finished, game-ready hairstyle, and export it as a single mesh. From a blank scene to hair you can drop straight into your engine, without leaving Blender.
The workflow, end to end
- Design procedural strands with stackable Geometry Nodes effects: Curl, Clump, Braid, Frizz, Noise, Curve Length.
- Bake up to 12 texture maps in one bake, all rendered with Cycles.
- Export the maps and an aligned OBJ of card planes, UVs matched exactly to the bake.
- Groom the cards onto a head as sculptable layers. Convert to one mesh and export to FBX.
12 maps from one strand design
Color, Opacity, Normal (OpenGL or DirectX), Roughness, Specular, Ambient Occlusion, Root-Tip, Flow Map, Thickness, Random, Depth and ID. Preview any pass live in the viewport before you commit. Export with per-pass bit depth, channel packing for combined maps like ORM, and an atlas packer that fits multiple strands onto one tight sheet.
Groom it onto your character
Import the baked cards and paint them onto a head as sculptable layers, each with its own stack of styling effects: Mirror, Interpolate, Duplicate, Reduce, Random Delete, Resample, Root Sink, Shrinkwrap, Trim, Width Profile, plus Curl, Clump, Roll, Frizz and Noise. Comb, grow and smooth with Blender's curve brushes, or drop into Edit Mode and move control points by hand. Groom one side and let Mirror build the other, live, then apply it when you want the two halves to differ. A live Cards / Verts / Tris readout keeps you inside your triangle budget while you work. When it reads as real hair, bake every layer into one mesh and ship it as FBX.
Shape the cards themselves
A card does not have to be a flat plane. Bend it into an arch, a V or a wave, cross two planes for volume from every angle, or wrap it into a tube for braids and dreads. Draw your own cross-section with a curve when none of the presets fit. Each card can taper along its length, twist as it falls, lie flat where it meets the scalp and take its shape further down, and vary in thickness from its neighbours, so a layer never reads as a row of identical strips.
No node editor needed
No Geometry Nodes editor, no modifier stack, no shader graph. Everything runs from one add-on panel with a tooltip on every control, and the grooming uses Blender's own curve sculpt brushes, which behave the way you already expect.
Bake, groom, re-bake
Groom on your character, then go back to fix a texture or add and remove cards, re-bake, and refresh the groom in place. Your sculpted layers keep their styling. Iterate as many times as you need, all in one project.
What's inside
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Scope
FiberBake does one job well: hair card textures, and those cards on your mesh. It is not a physics groom or a render-time strand system. For real-time and game characters, that focus is the point.
Development and support
This is actively developed, and the roadmap is shaped by what people actually ask for: if something is missing, breaks, or gets in your way, write to me and it goes on the list. You are buying a tool that is being worked on, not one that shipped and moved on. The version history below tells you the pace better than I can.
Requirements
- Blender 5.0, 5.1 or 5.2 LTS
- Cycles, which ships with Blender by default
- Blender's bundled FBX add-on, for the final hair export
- Installs as a single extension zip, with the base heads, presets and HDRI included
Documentation and support
Full written documentation, with a walkthrough for every step: axisproject.co/documentation/fiberbake
Everything that changed in each release: the changelog
Video tutorials are on the way.
Support: [email protected]
More by AXIS Project: axisproject.co