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




