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[Feature Request] Support generating Game-Ready Hair Cards (Mesh + UVs) for Real-time Engines #28

Description

@wxdfc

Description :

First of all, thank you for this amazing tool! The high-fidelity strand reconstruction is impressive.

The Problem : Currently, the output is primarily high-density strands (curves), which are perfect for cinematic rendering (Groom/Alembic) but very performance-heavy for real-time game engines like Unity or Unreal Engine (especially for mobile or optimization-focused projects).
Manually converting these reconstruction results into hair cards in Blender (using Geometry Nodes, re-topo, or addons) is a painful and complex workflow. It often involves:

Converting curves to ribbons/mesh.

Managing poly-count (optimization).

Handling UV generation for hair textures.

Dealing with twisting and normal alignment artifacts.
Proposed Solution : It would be a game-changer if MonoHair could include a post-processing pipeline or an export option to:

Convert Strands to Cards: Automatically generate hair ribbons with adjustable width based on the reconstructed curves.

Auto UV Unwrapping: Generate normalized UVs (0-1) along the strand length, allowing users to apply standard hair textures easily.

Optimization Control: Provide parameters to control the density/count of the generated cards for different LOD (Level of Detail) requirements.
Use Case : Directly importing the reconstructed hair into UE5/Unity as a static mesh with materials, dramatically speeding up the workflow for game character creation.

Thanks for considering this!

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