Hair Cards,
Start to Finish.
Design procedural strands, bake a complete PBR texture set, then groom the cards into a finished, game-ready hairstyle. All inside Blender, from one panel, with no node editing.
One-time purchase, no subscription. Read the documentation.
In Practice
Watch the demo.
A clean panel to work in, and a finished groom at the end.
The full FiberBake workflow, start to finish.
Workflow
Four steps. End to end.
From a blank scene to a finished hairstyle on your character, exported and ready for your engine.
01 · Strands
Design your strands
Create strand templates in a dedicated bake workspace. Shape them with Geometry Nodes and stack effects (Curve Length, Frizz, Curl, Noise, Clump, Braid) in any order.
02 · Bake
Bake the texture set
Select your passes and hit Bake. Up to 12 maps (Color, Opacity, Normal, Roughness, Specular, AO, Root-Tip, Flow Map, Thickness, Random, Depth and ID) rendered in memory in a single operation. Preview any pass before exporting.
03 · Export
Export textures and geometry
Choose format, resolution, and bit depth. Export the full set, or just the passes you need, alongside an aligned OBJ of flat card planes, UV-matched to your bake.
04 · Groom Hair Cards
Groom on your character
Open your character scene and import the OBJ. The textures are auto-detected and the PBR material is built. Then groom the cards directly onto a head as sculptable layers, each with its own effect stack, and export the result as FBX.
Why it is different
Build the texture set on demand, not on a guess.
Those four steps are not a one-way street. You never plan a fixed atlas up front and hope every zone fits: you bake one strand, place it, and let the live groom tell you what it still needs.
Start with one strand
No atlas planning, no guessing how many zones a hairstyle will need. Bake a single strand, drop it into the groom, and see it on the head before you commit to anything else.
Let the groom tell you
Short of a piece for another area? Jump back and bake a new strand. A card not sitting right once it is placed? Reshape its strand and re-bake. The groom survives, your sculpted layers keep their styling.
The atlas grows with the hair
Add strands, remove them, repack the sheet at any point. You never bake coverage you do not use, and you never run short of a zone you do. The texture set ends up exactly as big as the hairstyle needed.
Features
Everything you need to build game hair.
A focused, self-contained pipeline. No external apps, no subscriptions, no feature gating.
12 Bake Passes
Color, Opacity, Normal (OpenGL or DirectX), Roughness, Specular, AO, Root-Tip, Flow Map, Thickness, Random, Depth and ID. Full PBR coverage from day one.
Procedural Strands
Geometry Nodes-based strand editor. Per-strand length curve, independent effect stacks, and real-time preview in an orthographic bake workspace.
Preset Library
Save and load complete strand recipes (shape, length, effects and material) as presets. Build your own library and reload any look in seconds.
Groom Hair Cards
Import the baked cards, then groom them onto a head in sculptable layers. Comb, grow and smooth with the curve brushes, or drop into Edit Mode and move control points by hand. A random UV mirror keeps the same card from reading twice across the hairstyle. This is where a texture set becomes a finished hairstyle you export as one FBX.
Per-Layer Effect Stack
Every layer carries its own stack, independent from the rest: Interpolate, Duplicate and Delete to control density, Resample, Root Sink, Shrinkwrap, Trim, Width Profile to taper the card along its length, plus the styling deformers Curl, Clump, Roll, Frizz and Noise.
Triangle Budget
A live Cards / Verts / Tris readout in the viewport, with a budget you set. It counts the real generated geometry, so you always know what you are about to ship, not what you hoped for.
Heads Included
Two real-scale base heads and a genderless scalp cap ship with the addon, so you can groom without modelling a character first. Or pick any mesh of your own as the emitter, and the cards grow from its surface.
Studio Lighting
A studio HDRI in one click, with rotation, intensity and saturation on sliders, so the groom lights well while you work. Holdout and Shadow Catcher toggles render the hair clean over its own silhouette for a portfolio shot.
No Node Editor
Not once. No Geometry Nodes editor, no modifier stack, no shader graph. Everything runs from one panel with a tooltip on every control, and the grooming is Blender's own curve sculpt brushes (comb, grow, add, smooth), which behave the way you already expect.
The full set
Every pass, baked from a single strand design.
What it is
Built for one job. Done well.
Most hair card tools hand you a texture sheet and stop. FiberBake takes it all the way to a finished hairstyle on your character, and nothing further.
Focused scope
Design strands, bake the textures, groom the cards on your mesh, export the hair. That is the whole workflow, and nothing else is in the way: no settings that do not affect your output, no features you will never use.
Knows where it stops
It bakes hair card textures and sets the cards up on your mesh. It is not a physics groom or a render-time strand system. For real-time and game characters, that boundary is the point.
Stays in Blender
Opens directly inside your Blender session. No external app, no format conversion, no round-tripping. The result goes straight to your character scene.
Requirements
Blender, and nothing else.
No external application, no plugin chain, no account. Everything below already ships with Blender.
Blender 5.0, 5.1 or 5.2 LTS
A single build runs across all three, including the 5.2 LTS series.
Cycles
Every pass bakes with Cycles, which is enabled in Blender by default.
FBX export
The final hair export uses Blender's own bundled FBX add-on.
Pricing
Simple, honest pricing.
Buy once, own it forever. No subscription, and nothing locked behind a tier: every license includes all 12 passes at any resolution.
Launch offer · 25% off until August 17
Individual
USD · one-time purchase
- ✓ Single artist license
- ✓ Personal & commercial use
- ✓ All 12 bake passes
- ✓ Unlimited resolution
Studio
USD · one-time purchase · up to 5 seats
- ✓ Up to 5 team members
- ✓ Commercial studio use
- ✓ All 12 bake passes
- ✓ Unlimited resolution
Every purchase is backed by a Superhive Support Period: 12 months of support, updates and Blender compatibility, guaranteed by the marketplace. Everything you receive stays yours.
Need more seats? Get in touch.
FAQ
Questions, answered straight.
Including the ones with an inconvenient answer.
Do I need to know Blender to use it?
You need to be comfortable in Blender's viewport, but you never touch a node. Everything runs from one panel with a tooltip on every control, the grooming uses Blender's own curve sculpt brushes, and the documentation walks you through the whole process step by step.
Does it only bake textures, or does it make the actual hairstyle?
Both. You bake a full PBR texture set, then groom the cards onto a head as sculptable layers and convert them into one finished mesh you export as FBX. It covers the whole path, not just the textures.
How long does a bake take?
Seconds. It is a light bake by design: most of the 12 passes are emission shaders, so they carry no noise and bake at low sample counts. Measured on an RTX 4090, the full 12-pass set takes about ten seconds at 2K, and about fifty seconds at 4K with the samples pushed higher than they need to be. Scale from there for your own card, but this is not a bake you start and walk away from.
Can I groom on my own character?
Yes. Pick any mesh as the emitter and the cards grow from its surface. Your own mesh must have a UV map, since the cards attach to the surface through it (the included base heads already do). Two real-scale base heads and a genderless scalp cap ship with the addon for when you do not have your own mesh.
Can I sell the hair I make with it?
Yes. The textures, cards and meshes you produce are yours, for personal or commercial projects, with no royalties and no attribution required.
Will the result work outside Blender?
Yes. Standard PBR textures, OBJ card planes and an FBX hair mesh, so it drops into any game engine or DCC.
Can I groom hair cards from somewhere else?
The grooming is built around the cards FiberBake bakes: it imports the OBJ card planes it exported, with UVs matched exactly to the atlas. The intended path is bake, then groom, in one loop. It is not a generic importer for third-party card sheets.
Does it do hair physics or simulation?
No. The cards are static, authored hair for real-time and game characters. That focus is intentional.
Documentation
Ten sections covering everything.
Installation, strand design, materials, the bake passes, export and Groom Hair Cards, all documented in detail.
Read the Documentation →