Blender Hair Card Export Guide

Import HairStorm hair cards into Blender: metre units, dual UVs, FBX/OBJ/GLB import and a Principled BSDF card material.

On this page Export from HairStorm On this page
  1. Export from HairStorm
  2. Import into Blender
  3. Build the card material
  4. Fix common issues

Blender expects metres, intact dual UV channels and a two-sided Principled BSDF with alpha cutout. Export once with those settings and the cards survive the trip with zero scale distortion.

Export

Export from HairStorm

Mesh export options. Format and unit selectors apply to whichever mesh output you have chosen — metres for Blender.

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Blender export settings
Setting Use for Blender Why
Mesh format FBX, OBJ or GLB All three preserve UVs; FBX keeps the origin hierarchy best.
Scale units Metres (m) Matches Blender scene units; import scale stays 1.0.
UV channels UV0 card geometry + UV1 atlas sampling Confirm both survived the import before building materials.
Channels to write Albedo, Alpha, Normal, Direction, Roughness, AO, RootTip Full PBR set for Principled BSDF plus anisotropic direction.
Import

Import into Blender

  1. Export from HairStorm

    Press Ctrl+E, choose the folder, format and resolution, then click Export Asset.

  2. Import and check the UV layouts

    HairStorm writes dual UV channels: UV0 for card geometry, UV1 for exact atlas sub-rectangle sampling. Confirm both survived the import in the Object Data Properties UV Maps list.

  3. Verify scale

    Select the imported mesh and check dimensions against your head model. A 100x error means units mismatched — re-export in metres.

Material

Build the card material

  1. Assign a Principled BSDF

    Add a UV Map node set to UV0 for base colour and alpha. Connect Albedo to Base Color and Alpha to Alpha, and enable two-sided rendering in material settings.

  2. Add the hair response

    Use the Direction map to drive anisotropic rotation and RootTip to drive root-to-tip colour and roughness variation. Keep normal strength near 1.0 — overdriven normals make cards look wet.

  3. Set alpha cutout

    Set Blend Mode to Alpha Clip with a 0.5 threshold for gameplay-accurate edges, or Alpha Hashed for softer depth-tested previews.

Fixes

Fix common issues

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Blender hair card troubleshooting
Symptom Likely cause Fix
Cards 100x too small or large Unit mismatch at export or import. Export metres, import scale 1.0, apply transforms.
Textures smeared across cards Material samples the wrong UV channel. Point the UV Map node at UV0 for colour/alpha, UV1 where the atlas demands it.
Black fringes at card borders Background texels bleeding in at lower mips. Re-bake with edge dilation and wider padding — see atlas padding and mipmap bleeding.
Studio Inspector

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