Canvas 2D Phase 01 of 04

Procedural Strands & Modifier Kernels

Draw guide curves and shape multi-layer procedural strand streams without destructive rebuilding.

11 Modifier KernelsMulti-Layer StreamsDraw Hair Brush16 Root Group IDsNon-Destructive Stack

Each Hair Layer operates as an independent procedural strand stream with its own root count, distribution seed, and generation radius. Keep bangs, crown, sides, and flyaways in separate streams so you can style them with surgical precision.

Paint guide curves directly on the 2D canvas with the Draw Hair Brush, assign root group IDs from 0 to 15, and layer up to 11 procedural modifier kernels in a stack you can reorder or toggle at any moment.

Eliminates Rebuilding a groom from scratch because a styling or silhouette decision changed late in production.
Canvas 2D · Real-time viewport capture
PBR Engine Phase 02 of 04

13-Channel PBR Texture Baking & Filters

Render visible hair layers into thirteen unlit, anti-aliased texture channels in a single GPU pass.

13 PBR ChannelsUp to 4K ResolutionSmart Edge Dilation11 Non-Destructive FiltersOne-Pass GPU Engine

The GPU baking engine evaluates strand bundles from directly above, unlit and anti-aliased, generating 13 synchronized PBR channels in one pass: Albedo, Roughness, Normal, Direction Flow, Height, Alpha, Root-to-Tip, Ambient Occlusion, Tangent, Bitangent, Thickness, Strand ID, and Group ID.

Smart edge dilation expands color texels into background gutters to eliminate mipmap bleeding during rendering, while leaving the alpha mask exact. Post-process baked maps with 11 live, non-destructive filters without re-baking.

Eliminates Manual hair atlas painting, and multi-hour offline render setups across multiple DCC packages.
PBR Engine · Real-time viewport capture
3D Viewport Phase 03 of 04 Professional or Studio

3D Scalp Grooming & 12 Dedicated Tools

Import your character head, draw cards directly on the scalp, and style them with geometric tools and 3D brushes.

12 Dedicated ToolsLive X-Symmetry (Y)Fill Gap Interpolation (G)Dual-Rail Loft & Fade (L)Ribbon & 4 Braid Styles

Import head geometry as OBJ, FBX, glTF, or GLB with scale unit verification. HairStorm constructs an accelerated raycast surface cache so cards instantly conform to the character scalp with proper normal alignment.

Style cards using a complete 12-tool arsenal: draw conformed strips, loft dual-rail ribbons or procedural fade haircuts (L), bridge partings with Fill Gap (G), duplicate with Shift+drag, stamp with Ctrl-locked alignment, mirror across sagittal X=0, draw with live X-Symmetry (Y), or sculpt with 3D brushes (Comb, Smooth, Move, Clump, Cut).

Eliminates Exporting unfinished hair card strips to an external package just to check how they fit your character.
3D Viewport · Real-time viewport capture
Universal Pipeline Phase 04 of 04 Paid Plans for Mesh Export

Auto UV Card Topology & Multi-Engine Export

Production-ready card topology matched to the baked atlas with dual UV channels and engine presets.

Dual UV Layouts (UV0/UV1)Automatic Strip ExtractionRGBA Channel PackingUE5 & Blender PresetsFBX & OBJ Meshes

Generate UV cards directly from baked bundles. Every card receives dual UV sets: UV0 for mesh geometry and UV1 for sampling the exact atlas sub-rectangle with zero bleeding.

Export production-ready FBX or OBJ meshes with conformed vertex normals alongside packed RGBA texture maps configured for Unreal Engine 5 (centimeter units), Blender (meter units), Unity, or Godot.

Eliminates Tedious manual UV unwrapping, scale guesswork, and separate channel packing scripts.
HairStorm Export Settings panel with image format, map selection, mesh output, channel packing and Run Export.
Export Settings · One-write engine-ready delivery
Procedural Engine

11 Non-destructive modifier kernels.

Stack, reorder, or disable modifier slots at any time. Modifiers evaluate in real time without overwriting underlying strand curves.

Noise

Displacement

Adds organic, non-uniform spatial turbulence to strands to break up synthetic uniformity.

Curl

Spiral

Generates procedural curls and helical coils with precise frequency, radius, and spread controls.

Clump

Clustering

Pulls strands toward central guide curves using customizable root-to-tip attraction graphs.

Taper

Profile

Controls strand width reduction from root to tip to ensure natural hair card silhouettes.

Frizz

Micro-Detail

Injects high-frequency jitter and flyaway strands for lived-in realism and believability.

Gravity

Physics Bias

Simulates gravitational pull and directional sag along the length of hair strand bundles.

Bend

Angular Bias

Applies directional curvature bending to sweep bangs or shape hair over character shoulders.

Braid

Intertwine

Procedurally braids multiple strand streams into intricate, structured plaits.

Trim

Length

Randomizes or steps strand length cutoffs non-destructively without altering guide curves.

Smooth

Relaxation

Relaxes guide curve control points and removes sharp angular kinks from strand paths.

Wave

Oscillation

Applies rhythmic sinusoidal undulation for soft waves, crimped hair, and stylized flow.

Bake Engine

13 Physically accurate PBR texture channels.

Generated in a single GPU pass up to 4K resolution with edge dilation and anti-aliasing.

Albedo

Color

Base color texture with realistic strand-level shade variations and natural pigmentation.

Normal

Surface

Tangent-space micro-normals capturing individual strand curvature for accurate light reflection.

Direction Flow

Vector

Tangent flow map required by game engine anisotropic shaders for realistic hair highlights.

Roughness

PBR

Micro-roughness variations defining specular highlight spread along strand lengths.

Height / Depth

Displacement

Depth map enabling parallax occlusion mapping for dense, layered bundle perception.

Alpha Mask

Transparency

Razor-sharp opacity mask preserved without dilation to prevent softened card boundaries.

Root-to-Tip

Gradient

Vertical coordinate ramp driving engine color shifts, dye gradients, and subsurface depth.

Ambient Occlusion

Shadowing

Contact shadowing and ambient darkening between deep overlapping strand layers.

Strand ID

Segmentation

Unique chromatic ID per strand for procedural color variation and shader-based tinting.

Group ID

Layers

Layer assignment mask matching user-defined root groups (0–15) for multi-material setups.

Tangent

Vector

Explicit tangent vectors calculated along the primary hair strand growth direction.

Bitangent

Vector

Cross-product surface vectors for custom anisotropic BRDF shading models in modern engines.

Thickness

Transmission

Strand bundle density map driving subsurface light transmission and backlit hair glow.

3D Grooming Suite

12 Dedicated scalp grooming tools & 3D sculpting brushes.

Position, twist, and sculpt hair card clusters directly on imported head geometry with instant raycast surface adherence.

Geometric Styling & Manipulation Tools

Draw Strips (B)

Click and drag conformed hair card strips directly across the character scalp surface.

Select & Transform (Q)

Select cards for editing. Drag root handle to move; Shift+drag root to duplicate; Ctrl+drag to lock tangent orientation.

Redraw Strip (R)

Re-stroke an existing card spine to adjust its path while automatically preserving width settings.

Twist Profile (T)

Interactively rotate card normals along the strip axis so cards face lighting correctly.

Width Size (W)

Control root, body, and tip width dimensions dynamically to match specific hairstyle requirements.

Width Bend Angle (E)

Conform card edges around scalp curvature to avoid harsh planar intersections with the head model.

Interactive 3D Sculpting & Loft Generator

Loft Draw Strips (L)

Dual-rail guide tool generating conformed ribbons or multi-row procedural fade haircuts with live X-symmetry.

Comb Brush (C)

Gently comb card clusters in 3D viewport space to guide hairstyle flow and directional rhythm.

Smooth Brush (S)

Relax intersecting cards, normalize card distribution, and soften abrupt angle transitions.

Move Brush (M)

Soft-body magnetic falloff brush to pull, push, and shape hairstyle volume and silhouette.

Clump Brush (K)

Pinch neighbouring card strips into cohesive bundles for realistic locks and layered sections.

Cut Brush (X)

Trim card lengths in 3D space with an interactive clipping blade to shape bangs and ends.

Symmetry, Interpolation & Geometry Engines

Live X-Symmetry Mode (Y)

Real-time dual-card creation with an illuminated red center loop along the scalp sagittal plane (X = 0).

Mirror Selected Cards

One-click duplication across the sagittal plane (X=0) reflecting root, normal, tangent, and spline points.

Fill Gap Interpolator (G)

Interpolates 1 to 32 intermediate conformed card strips between selected boundary cards with width flare control.

Procedural 3D Braids

Transform flat ribbons into Classic 3-Strand, Twist 2-Strand, Four-Strand, or Fishtail braids with cycle and spacing dials.

Card Hotbox (Space)

Instant radial menu under cursor for brush radius/strength, tool selection, isolation, and symmetry toggles.

Isolate & Hide (Shift+I / H)

Isolate selected cards or temporarily hide dense sections for unobstructed precision styling.

Export Compatibility

Built for your production DCC & game engine.

Native scale matching, conformed vertex normals, dual UV channels, and RGBA channel packing.

Unreal Engine 5

FBX / OBJ
Scale Units: Centimeters (cm)

Dual UVs, smoothed vertex normals, direction flow map pre-configured for UE5 HairStrands and Cards shader graph.

Blender

FBX / OBJ / GLB
Scale Units: Meters (m)

Conformed origin hierarchy, tangent vectors preserved, zero scale distortion upon scene import.

Unity (URP / HDRP)

FBX
Scale Units: Meters (m)

Baked channel packing for Mask Maps (Metallic/Occlusion/Detail/Smoothness) for zero-latency shader setup.

Godot 4

GLB / OBJ
Scale Units: Meters (m)

Clean material assignment slots with standard PBR channels for real-time forward and mobile rendering.

Plan Entitlements

Which workspaces your plan unlocks.

The free 7-day trial includes strand creation, all 11 modifier kernels, and texture baking up to 2K. Personal unlocks the UV Cards workspace, strip extraction, and 4K bakes. Professional and Studio unlock the complete 3D Scalp Grooming workspace with all 12 tools and brushes.

Start Authoring

Experience the complete hair card pipeline.

Download the 7-day evaluation build or choose a license plan for full UV cards and 3D grooming.