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OMNI/KIT
Independent procedural assets for BlenderReview build · TEST payments only
Modeling collection
Hair Groom — source library preview; illustrative, not verified output
Source preview · illustrative. Illustrative previews may differ from the source asset.

Modeling / Geometry Nodes

Hair Groom

Explore Hair Groom: Geometry Nodes asset, source notes, editable controls and preview imagery. OmniKit review library.

24 exposed controlsGeometry Nodes
Review preview · not available for purchase

Source files are private. Compatibility, asset quality and component licences are being reviewed.

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Functional review pending. This is not a complete compatibility certification.

Asset overview

Understand the setup.
Then make it your own.

Hair Groom is a Blender Geometry Nodes asset in OmniKit’s modeling collection.

HAIR/CURVE TOOL: use on hair curves or inside a hair node tree. Surface-based tools need a UV-mapped surface and rest geometry; attach hair to the surface first. | Hair groom - children, then layered clumping: macro clumps followed by sub-clumps inside them, which is the fractal grouping real hair has. Flyaways stay out of every clump. Curl, frizz, noise, smoothing and a tapered profile on top.

Its exposed inputs include Interpolate, Density, Viewport %, Seed, Clump, Clump Shape, Guide Distance. Review the control reference below to plan a suitable setup.

Source and setup notes

Source node name: OMNI - Hair Groom

Collection: 22 Geometry Nodes/Hair & Fur/Hair Generation

Structural inspection used Blender 5.2.0 LTS. Other releases and render engines require separate checks.

How to approach this asset

  1. Check the source notes for the expected mesh, curve, field, shader or World context.
  2. Start with a disposable scene and a suitable input. Inspect required object, material or collection inputs.
  3. Adjust one documented control at a time. Evaluate the result before using it in a production project.

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