Ornatrix Cinema 4D 2025 Redshift Hair Trick You Need To See!

Tutorial / 12 June 2025

Learn how to replicate painting in BodyPaint 3D and seamlessly transfer a Redshift Hair material to the new Redshift in Cinema 4D 2025! And render Ornatrix hair. In this step-by-step tutorial, I answer a viewer's question from the CharlyTutors YouTube channel and guide you through the process of painting textures and setting up materials for stunning results. Follow along to master this workflow!

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Ornatrix 3ds Max 9: Mastering Clump Editing with the New Manipulator

Tutorial / 04 June 2025

Discover the powerful new clump editing feature in Ornatrix 3ds Max version 9.0.2.36198! This update introduces a dedicated manipulator that gives you unprecedented control over your hair clumps. Learn how to easily move, scale, and rotate clumps to achieve perfect hair designs for your 3D characters and models.


In this video, we'll walk you through the simple steps to activate the Ox Clump modifier, create your initial clumps, and then leverage the new manipulator for precise adjustments. Say goodbye to tedious workflows and hello to intuitive hair grooming!

Whether you're a seasoned 3D artist or just starting, this new Ornatrix feature will significantly enhance your hair creation process. Watch now to master advanced clump editing techniques!

Timestamps:

0:00 - Introduction to the New Ornatrix Update

0:05 - What is Clump Editing with the New Manipulator?

0:08 - Manipulator Capabilities (Move, Scale, Rotate)

0:19 - Getting Started: How to Use the Feature

0:22 - Step 1: Activating Ox Clump and Creating Clumps

0:30 - Standard Clump Workflow Explained

0:34 - Step 2: Accessing the Clumps Section

0:40 - Selecting and Editing Individual Clumps

Enjoy watching!

Best regards,

Andrew Krivulya Charly.

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Easily Manage Guides in Ornatrix Maya 5 with One Simple Trick

Tutorial / 02 June 2025


Unlock the power of guide management in Ornatrix Maya 5! This tutorial tackles a Discord user’s question, showing how to work with guides using the new Branching feature and Isolate tool. Learn to streamline your workflow, apply unique modifiers, and groom complex hairstyles or fur without duplicating objects. Perfect for 3D animators and artists aiming for efficiency and control in their projects!

🔗 Timestamps:

0:00 - Intro and Discord user question

0:03 - Problem: separating guides

0:07 - Using Isolate for guide groups

0:16 - When to separate guides

0:21 - Old method: cloning objects

0:27 - Introducing Branching in Ornatrix 5

0:31 - Benefits of single-stack workflow

0:45 - Demo: old Duplicate Special method

1:07 - Downsides of the old approach

1:33 - New Branching approach explained

1:46 - Creating a Branch

1:53 - Working with two guide groups

2:06 - Setting up branches (Hair 1 & Hair 2)

2:22 - Assigning HairFromGuides

2:29 - Defining guide groups

2:36 - Selecting groups without Branching

2:55 - Isolating with Hide Non-Selected

3:04 - Advantages of Branching

3:16 - Applying modifiers to branches

3:42 - Customizing with Use Guide Faces

3:54 - Adjusting ChangeWidth per branch

4:11 - Creating varied fur and hairstyles

4:23 - Grooming with Edit Guides

4:53 - Adding Clumping to specific branches

5:12 - Why Branching is convenient

5:19 - Tutorial wrap-up

5:21 - Thank you and goodbye  

Enjoy the tutorial!

Best regards,

Andrew Krivulya (Charly).  

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Overcoming 255 CV Limit in Ornatrix Maya to UE: Dreadlocks Tutorial

Tutorial / 28 January 2025


How to Bypass the 255 CV Limitation in Unreal Engine 5.3 Using Ornatrix in Maya

In this video, I provide a detailed explanation of how to overcome the 255 CV point limit on curves in Unreal Engine (starting from version 5.3) using the capabilities of Ornatrix in Maya. This method enables the creation of complex hairstyles, such as dreadlocks, without compromising quality.

This video is a response to a subscriber's question here

TIMING:

0:00 - Introduction and what the video will cover  

0:14 - Discussing the limitations I wrote about in my journal  

1:53 - Testing my dreads in Unreal Engine 5.5  

2:09 - Immediately encountering the 255-point limitation...  

2:34 - Explaining what happens when there are more points, and Unreal enforces the limitation  

3:14 - Reminding viewers about the rules and conditions introduced in Unreal Engine starting with version 5.3  

4:11 - Reviewing how my dreads look with 255 points...  

5:22 - Testing a single guide, as there were previous suggestions that the limitation might be lifted for individual objects or could be split into groups  

7:29 - Unfortunately, the limitation has not been removed  

8:37 - Proposing a solution to bypass the limitation while achieving high-quality dreads  

11:39 - Adding details to the Tube for the dreadlock design  

15:05 - Reviewing the results in Unreal, where the number of points is reduced to 70 using the workaround, but the quality is comparable to a 1000-point dreadlock  

16:57 - Considering how to address the issue with the base

__

Enjoy watching! 

Best regards, 

Andrew Krivulya Charly.

#UnrealEngine #Ornatrix #dreadlocks #Tutorial #HairCreation

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Comander WIP 02.05.2024. Custom Metahuman UE5

Work In Progress / 02 May 2024

Transferred the mustache and beard to Unreal Engine 5. Converted project to Unreal Engine 5.4

VIDEO





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Comander WIP 19.04.2024. Custom Metahuman UE5

Work In Progress / 23 April 2024

Continuing to work on bringing Commander into Unreal Engine using Metahuman Creator. I've already transferred the hairstyle, but it still needs some refinement.

Video - https://www.youtube.com/shorts/7HcZm2dzP6I



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Comander WIP 18.04.2024. Custom Metahuman UE5 #shorts

Work In Progress / 19 April 2024

I've started creating a Custom Metahuman for Commander in Unreal Engine 5, and then I'll transfer the hairstyle. I'm recording the whole process.

I can't upload shorts video here, so you can watch it by this LINK


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Ornatrix for Unreal Engine 5 | Mastering Realistic Fur Creation and Rendering

Tutorial / 05 February 2024

Dive into the art of crafting stunning, realistic fur in Unreal Engine with Ornatrix in this comprehensive tutorial. Join me as I unveil the full process of fur creation, from the initial steps of modeling to the intricate details of fur shader customization and rendering. This video is ideal for 3D artists, game developers, and graphics enthusiasts eager to explore the nuances of realistic fur simulation without the complexity of dynamics. Learn how to intricately design fur textures and efficiently utilize the powerful shader options in Ornatrix to achieve the most lifelike appearance. By the end of this tutorial, you'll be equipped with the skills to elevate your 3D models with beautifully rendered fur, enhancing the realism and depth of your projects. If you're looking to master fur creation in Ornatrix for Unreal Engine, this is the perfect resource for you. Remember to like, subscribe, and click the notification bell for more insightful content!

Of course, there is no limit to perfection. In this video, I have only shown the basic settings that can lead to a good result. Of course, you can get a result in a day, but to get a really cool result, you need to experiment with the settings. This can take anywhere from a few days to a few weeks, but eventually you will be able to create fur that looks amazing.

TIMING:

0:00 - Select the plane and apply Furball.

0:04 - Configure GuidesFromMesh.

0:17 - Next, go to the main settings and adjust the thickness of the guides for visual convenience.

0:28 - Delete all guides, as we are following my lesson - https://www.youtube.com/watch?v=C3g2YgzdV4Y - this was discussed in Discord. And in that lesson, I have 25 guides, so it is easier to repeat their placement manually.

0:35 - To do this, go to the Brushes tab and select the Create brush.

0:38 - In the settings of this brush, scroll down to the bottom and set Root Position = Center. This will allow us to create one guide per click.

0:46 - Create 25 guides in this way.

0:59 - Next, exit, disable the Create Brush, and go to HairFromGuides.

1:05 - Enable 100% hair display in the viewport using the Preview Strand Fraction option and set the number of hairs to 100K. Be careful with this, as it requires sufficient video card power.

1:19 - Apply Surface Comb.

1:24 - Go to Tool and select Sinks to configure the direction of the hair.

1:28 - Here, I temporarily reduced the number of hairs to 10K as it was slowing down the interaction with this tool.

1:45 - Now, you need to adjust the curvature of the hair.

2:01 - Adding Clump by guides.

2:37 - Next, we add SubClump. Here I show slightly different settings, which are more modern.

3:26 - Adding another SubClump.

3:50 - Let's adjust all the Clump again, here you always need to experiment to get an acceptable result. I recommend referring to references.

5:19 - Adding the first Frizz. I usually use it to diversify the shape of the first Clump.

6:06 - Next, add Frizz for the tips. If you look at the reference, they are not always flattened and there is a slight chaos.

7:09 - Add a Length modifier on top to diversify the length.

7:39 - Next, you need to add another Length after HairFromGuides, so all the upper Clumps will take this length into account and it will give more realism.

8:05 - Add a general Frizz for the whole shape.

8:55 - Here I add a little bit of chaos to each Clump, that is, when the shape is slightly fluffed up.

9:45 - Add another Frizz for individual flying hairs that stick out of the shape.

10:34 - To make the Frizz work better, you need to add more CVs to our guides using the Detail modifier.

10:49 - Since the number of points has changed, you need to reconfigure each Frizz.

11:50 - Convert Ornatrix to Native Hair and configure the shader (this is my custom shader that Leonhard from Ephere helped with). You can buy it with this model - https://bit.ly/33drmd5

14:16 - Use 3D-Coat to create an Albedo and Clump mask.

15:44 - Load Albedo into the shader.

20:03 - Set up the render camera.

20:45 - Configure the render settings.

21:21 - Next, if you don't like something, go back to Ornatrix and adjust each modifier.

22:31 - For example, I also add a Curl modifier to add variety to the guides.

27:21 - And a Noise modifier to add chaos to the hair and make it look even more realistic.

30:06 - Tweak the shader a bit more.

31:23 - And the lighting.

31:25 - Experimenting with different settings.

39:47 - Now we can render. As I said, I showed the basic settings so that you understand what you can experiment with. And there is no limit to perfection.


___

Enjoy watching! 

Best regards, 

Andrew Krivulya Charly.

___

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WIP 05 - 3D Grooming for "Commander" (Collaboration with Samir Mir)

Work In Progress / 02 February 2024

WIP 05 - 3D Grooming for "Commander" (Collaboration with Samir Mir)

I posted WIP 04 - a year ago... And now, I finally got to WIP 05.  This is not the final version and of course - there is still a lot of work to be done on everything. That's why it's still a WIP and not the final work =) 

Added brows and eyelashes

You can watch making of here - already uploaded 18 videos there

Also, you can check Samir Mir renders:

Happy viewing!


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Ornatrix Maya | Making of dreadlocks | Episode 1 - Stream - Oct 8, 2023

Tutorial / 18 October 2023


In this stream, I'm smoothly creating dreadlocks using MeshFromStrands in Ornatrix for Maya. Why don't I use the default workflow? Because it's easier for me to add ornaments and edit the hair under the ornaments later. This is just the first part, there will be more. 

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