Ornatrix App Tutorial: One Groom on Different Heads and a Custom MetaHuman

Tutorial / 29 September 2026

A new Ornatrix App tutorial is out, and this one is about reuse: one hairstyle applied to many different heads, including a custom MetaHuman.



Part 1. Different heads, same groom

Ornatrix App has a Human operator that creates a head right in the viewport. In the Identity section you set gender, ethnicity, seed and variation, and every change gives you a new head. I applied a long hair preset through Graft Groom, and the scalp aligned to the head automatically. After that I only changed the Human parameters, and the same groom adapted to each new head shape.

Where hair started to cut into the head, I added Push Away From Surface above the groom. It keeps working when the head changes, so it doesn't need re-tuning for every new variation.

Part 2. From Ornatrix App head to MetaHuman

- Export the head from Ornatrix App as Alembic, with Unreal Engine as the target host.

- In Maya, import the MetaHuman conform topology head and align your Alembic head to it. Freeze and reset transforms, delete history, export as FBX.

- In Unreal Engine, import the FBX and create a MetaHuman Character.

- In MetaHuman Creator, go to Import, choose From Custom Mesh (Head and Body), pick your head mesh and run Auto Solve.

- Enable Create Full Rig, then use DCC Export. You get head DNA and body DNA in the export folder.

Part 3. Back to Ornatrix App

The MetaHuman import in Ornatrix App finds your Unreal projects, so you can load the new head directly. One detail worth knowing: the head is not placed at the origin but at its real height, roughly 150 cm or more depending on the MetaHuman. From there, Graft Groom works the same way as before, and the scalp aligns to the MetaHuman head automatically.

The MetaHuman project setup itself is covered in Marsel Khadiyev's previous tutorial, so if you haven't set one up yet, start there.


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Ornatrix Cinema 4D v4: Frizz Scale Randomness Explained

Tutorial / 06 July 2026

Curly and coily hair is one of the hardest things to sell in CG. The moment every strand shares the same scale, the whole groom starts reading as artificial, and that gets even more obvious on dense, complex styles like dreadlocks.



Ornatrix Cinema 4D v4 adds a direct answer to that problem: Frizz Scale Randomness. Here is how it works.

Open your scene with the hairstyle. Add the Frizz modifier from the Ornatrix menu. Set Amount and Scale, and the Scale Randomness slider appears in the interface. Push that slider to the right and every strand gets its own random scale, which adds the kind of irregularity real hair actually has.

It is a small parameter, but it changes how believable the groom feels, especially on styles where regularity is the first thing that gives away a CG hairstyle.

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Painting Custom Textures Directly Onto Hair in Ornatrix v4.0 C4D

Tutorial / 15 June 2026

Adding color variation to a groom usually means bouncing between the hair and a texture editor, then hoping it reads right after export. The Paint Brush tool in Ornatrix v4.0 C4D lets you skip a lot of that by painting color and bitmap textures directly onto the strands in the viewport.



In this tutorial I walk through the full practical workflow.

Setting up the data

I start by adding Edit Guides and creating a Per Vertex RGBA channel through Strand Channels. This is the channel that actually stores the painted data on the groom itself, so everything stays editable and travels with the hair.

Painting color

With the Paint Brush selected, I paint solid colors directly onto the hair and use the Flood option to fill the whole groom fast when I need a base. From there it is about building variation by hand where it matters.

Working with bitmap textures

Next I load custom PNG maps with Browse and position them right in the viewport - moving, rotating and scaling the texture, then controlling tiling so the pattern sits the way I want across the strands.

Why it matters for the pipeline

The real value is that this bakes texture-based variation into a "groom_color" channel on the groom itself. That channel is ready for export workflows like Unreal Engine, which means fewer round trips and more predictable results before anything hits the renderer.

Watch the full tutorial and more grooming workflows on my channel: https://www.youtube.com/@charlytutors/videos

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Ornatrix C4D to Unreal Engine - Painted Hair Color Workflow

Tutorial / 18 May 2026

I published a new short Ornatrix tutorial focused on transferring painted hair colors from Cinema 4D to Unreal Engine.

In this workflow, I show how export hair correctly from Cinema4D so Unreal Engine can read it through Vertex Color.

The key part of this setup is using the correct "groom_Color" channel before exporting the groom. This allows the painted color information to survive the Alembic export and become usable inside the Unreal Engine material setup.

In this tutorial, I cover:

  • Using the "groom_Color" channel
  • Exporting the groom with Ornatrix Alembic
  • Enabling the Unreal Engine export option
  • Importing the groom into Unreal Engine
  • Checking the color attribute
  • Setting up a material that reads Vertex Color data
  • Applying the final painted color result in Unreal Engine

This is a small but useful workflow for groom artists, character artists, and technical artists who need to preserve custom hair or fur color information across a real-time pipeline.

Watch the full tutorial here:



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How to Export Ornatrix Groom Colors to Unreal Engine 5

Tutorial / 12 May 2026

In this quick tutorial, I show how to paint hair and fur colors in Ornatrix and prepare the groom for export to Unreal Engine 5 using the correct groom color channel.



The main focus of this workflow is the "groom_Color" channel.

This channel name is important because Unreal Engine needs it to read the painted color data properly inside the UE hair shader. If the channel is named incorrectly, the groom color information may not transfer as expected.

In this tutorial, I cover:

  • Adding an Edit Guides modifier on top of HairFromGuides
  • Using the Paint Tool to create a custom grooming channel
  • Setting up the required "groom_Color" channel for Unreal Engine
  • Painting custom hair and fur color data
  • Adjusting texture projection
  • Exporting the groom with Ornatrix Alembic
  • Enabling the Unreal Engine Export option for UE5

This is a compact production-friendly workflow for artists who need to transfer painted hair, fur, or groom color data from Ornatrix into Unreal Engine 5.

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Enjoy watching!

Best regards,

Andrew Krivulya (Charly).

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Introduction to Ornatrix 9 for 3ds Max - Create Brush Pipeline Part 4

Tutorial / 30 April 2026

Part 4 of my "Introduction to Ornatrix 9 for 3ds Max" tutorial series is now available.

In this episode, I continue working with the Create Brush grooming pipeline inside Ornatrix 9 for 3ds Max. This series is focused on a practical brush-driven approach, where the groom is built step by step, section by section, instead of relying only on a traditional mask-based workflow.

This part focuses on refining the hair structure and improving the preview workflow while building the groom.

In this lesson, I cover:

- organizing guide sections with "Select By Group"

- adding controlled randomness to guides

- using Edit Guides after HairFromGuides

- smoothing the groom with Ornatrix Strand Detail

- working with Point Count for smoother long hair

- shaping hair clumps with Create Brush in Random mode

- using baked guides to control custom hair shapes

- adjusting "ChangeWidth" for a clearer viewport preview

- previewing Ornatrix hair with V-Ray

- using Chaos Vantage Live Link for faster visual feedback

The goal of this series is not just to show separate tools, but to explain how to think about the grooming structure while working: guide flow, clump behavior, strand detail, viewport readability and final preview.

Watch the full tutorial here:


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Autodesk Member Spotlight - My Journey in 3D Grooming, LookDev, and Education

Article / 17 April 2026

I’m happy to share that Autodesk Community featured me in a new Member Spotlight interview.

In this conversation, I talk about my journey in 3D art, how I found my path in grooming and look development, and how teaching and sharing knowledge gradually became an important part of my professional life.

We also touched on several topics that have shaped my career over the years:

  • how one small question from a viewer helped define my specialization
  • my experience working on character-focused projects for cinematics and games
  • the difference between offline and real-time workflows
  • why I prefer deep focus on one project instead of splitting attention across many tasks
  • how R&D, personal projects, and knowledge-sharing can open unexpected creative opportunities

For me, this interview is not only about milestones. It is also about growth, consistency, curiosity, and staying connected to the craft.

I’m grateful to Autodesk Community for the feature and the opportunity to reflect on this path.

You can read the full interview HERE

If you’re also working in character art, grooming, LookDev, or digital humans, I’d be glad to hear what helped shape your own direction as an artist.

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Ornatrix C4D Warp Roots Modifier - Precise Hair Distribution Workflow

Tutorial / 13 April 2026

In this tutorial, we explore how to control hair distribution in Ornatrix for Cinema 4D using the "Warp Roots" modifier.

Managing the distribution of hair, fur, and feathers can be difficult when a groom needs more precise art direction. This workflow helps manipulate root placement directly on the surface using a painted Per-Strand channel, which makes it especially useful for feathers, sparse fur setups, and stylized grooms.


What is covered in this tutorial:

- why hair distribution can become difficult in production

- how to add the "Warp Roots" modifier to the Ornatrix stack

- why proper UVs are required for the effect to work correctly

- how to create a Per-Strand paint channel using Edit Guides

- how to visualize the channel for easier control

- how lighter and darker values affect bunching and spreading

- how Strength and Resolution help refine the final result

Workflow overview:

- add "Warp Roots" to the Ornatrix stack

- make sure the mesh has valid UVs

- add Edit Guides before Warp Roots

- create a Per-Strand channel for painting

- paint values to control root distribution

- adjust Strength and Resolution as needed

This is a simple but powerful technique for artists who need more control over root placement without rebuilding the groom from scratch.

If you work with Ornatrix in Cinema 4D, this workflow can be a very practical addition to your grooming pipeline.

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Introduction to Ornatrix - Episode 5: Creating Natural Bangs (Parting to Fringe Workflow)

Tutorial / 06 April 2026

In Episode 5 of the "Introduction to Ornatrix" series, we focus on one of the most sensitive areas in hair grooming - the transition from the parting line to the bangs.


This is a stage where even well-built grooms can start to look artificial if the guide flow and root direction are not handled correctly.

The goal here is not just to place guides, but to control how the hair naturally flows from the parting into the fringe.

Workflow overview:

  • Using the Plant Tool to place guides with precision
  • Interpolating between guides to establish a smooth hair flow
  • Switching to Strand mode for root point adjustments
  • Disabling Preserve Strand Length and Optimise Geometry for better control
  • Aligning the groom with 3dsk reference scans

One of the key aspects in this process is root direction. Even small deviations can break the natural look, especially in close-up shots.

This step plays a major role in production grooming, where realism and clean silhouette are critical.

If you're building a full Ornatrix pipeline, this stage connects directly with the base guide setup and defines how believable the final hairstyle will feel.

More episodes coming soon as the workflow continues to evolve.

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Optimizing the Hair Card Workflow: Procedural Generation with Ornatrix C4D

Tutorial / 16 March 2026

The Challenge of Real-Time Hair

Creating high-quality hair cards for real-time characters is a meticulous art. While there is no substitute for an artist's manual control and creative vision, the right tools can help optimize the most tedious parts of the pipeline.

Placing cards manually and generating textures for every iteration can easily become a bottleneck in character production.

Our Procedural Approach

In our latest tutorial, we explore how Ornatrix can assist and speed up specific steps in your real-time hair workflow. Rather than replacing the manual work of a grooming artist, our procedural texture generation and meshing algorithms are designed to give you more flexibility and save hours during the iteration phase.

Here is a breakdown of how this workflow can be a valuable addition to your character art toolkit:

1. Procedural Texture Generation

You no longer need to manually bake out textures every time you make a change. Ornatrix allows you to generate Alpha Opacity hair textures directly from dense grooms on the fly. Each strand group is automatically isolated into its own texture island.

2. Flexible Meshing Options

Using the "Mesh from Strands" modifier, you can easily structure your hair geometry. The tool gives you the option to generate either flat ribbons or cylindrical groups depending on your topology requirements.

3. Instant, Non-Destructive Iteration

This is where the workflow truly shines. Because the meshes and textures remain procedurally linked, you can tweak hair thickness, rotation, or overall shape at any point. A single click regenerates the updated texture, perfectly matching your new geometry geometry.

By keeping these elements linked, you take the repetitive manual labor out of the equation and focus entirely on the character's artistic direction.

Watch the Full Breakdown

You can watch the complete step-by-step workflow in our latest video tutorial here:



We would love to hear your thoughts on this pipeline. How much of your current hair card process is manual versus procedural? Let us know in the comments below.

For more technical discussions, updates, and community support, feel free to join our Discord server.

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