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Yugioh - Winged Kuriboh (Blender 3.5 geometry nodes hair)

This is a character perfect to test the new hair curve presets in Blender 3.5. Here's a summary:
* A non-overlapping UV is needed before grooming
* Hair curve object needs to be attached to a surface via Geometry Nodes & PARENTING. From this, the hair curve object obtains 2 important parameters: the UV_surface_coordinate (needed as an attribute to be read in the shader node) and Point position data (needed to follow the surface deform).
* You can create as many hair objects (with as many hair curves in them) to organize your grooming, and the viewport never lags. I think this is done via instancing curves and placing them at specific points (data positioning internally), because you can even animate with all of the hair curves active in the viewport (and I use a TitanX card, not even an RTX).

This took 1 full day of work (12 hours) from zero to hero (meaning from modeling the character, fur and groom, shading, rigging). Outline added for more "toonish" look.
As always: Realtime render doesn't require you to spend looking at the screen for 10 minutes, all hair strands can even be thinner, and render instantly, I just happen to like thicker clumps of hair for his fur.

Follow my YT to see a breakdown on this character: https://youtube.com/activemotionpictures

Realtime viewport with anime nodes applied

Realtime viewport with anime nodes applied

Geometry nodes defining hair

Geometry nodes defining hair

Fur and texture

Fur and texture

Final character with simple rig and compositing nodes. Total time: 2 days from zero to hero.

Final character with simple rig and compositing nodes. Total time: 2 days from zero to hero.