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 from HairStorm
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| 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 into Blender
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Export from HairStorm
Press Ctrl+E, choose the folder, format and resolution, then click Export Asset.
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Import and check the UV layouts
HairStorm writes dual UV channels:
UV0for card geometry,UV1for exact atlas sub-rectangle sampling. Confirm both survived the import in the Object Data Properties UV Maps list. -
Verify scale
Select the imported mesh and check dimensions against your head model. A 100x error means units mismatched — re-export in metres.
Build the card material
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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.
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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.
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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.
Fix common issues
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| 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. |