Document 15120832

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Matakuliah
Tahun
: UO714 / Technology for Animation
: 2009
Hair Simulation 1
Pertemuan 09
Overview
The Hair And Fur modifier is the heart of the Hair And Fur feature. You apply it to any object that you want to
grow hair from: either a mesh object or a spline object. If object is a mesh, the hair grows from the entire
surface unless you make a sub-object selection. If the object is a spline, hair grows between the splines.
When you select an object modified by Hair And Fur, hair is displayed in viewports. The hair itself as
displayed in the viewports is not selectable, though hair guides are selectable when you work at the
Guides sub-object level or style hair
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Component of hair & fur
Hair And Fur in 3ds Max has a few different components in the interface:
The Hair And Fur modifier is the main component. This is where you style the hair guides, and set parameters
for size and coloration, kinkiness, frizziness, and so on.
The Hair And Fur render effect more directly controls how hair is rendered. Typically you don't need to change
the render effect parameters, unless you have special rendering requirements. A Hair And Fur render
effect is automatically added to your scene when you apply the Hair And Fur modifier.
A Hair Light Attributes rollout appears for all supported lights when a Hair And Fur render effect is active using
the scanline renderer, and the render effect's Use All Lights At Render Time toggle is turned on. Controls
on this rollout let you fine-tune how hair shadows appear under specific lights.
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Main Component
Hair Count
The total number of hairs generated by Hair. In some cases this is
an approximate count, but the actual count is usually very close to
the specified quantity. Default=15000. Range=0 to 10000000 (ten
million).
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Main Component
Hair Segments
The number of segments per hair. Default=5. Range=1 to 150.
This is equivalent to spline segments; with more segments, curly hair looks more natural, but the
generated mesh object is larger. For perfectly straight hair, set Hair Segments to 1.
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Main Component
Hair Passes
Sets the number of transparency passes. Default=1. Range=1 to 20.
Hair's buffer renderhas a fairly novel way of handling hair transparency. Instead of resolving actual hair
transparency, the hair is rendered multiple times (as opaque hair) with different random seeds. These
buffers are then blended together. As you increase the Hair Passes value, the transparency (or
wispiness) of the hair increases. In addition, increasing the value increases the actual number of
rendered hairs as well, although the apparent density, or fill, seems about the same because of the
additional transparency. Render time also increases linearly.
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Main Component
Density
The numeric value sets the overall hair density; that is, it acts as a percentage multiplier of the Hair
Count value. Default=100.0. Range=0.0 to 100.0.
This attribute is also mappable via the map button to the right of the spinner. Mapping lets you add a
texture map to control the amount of hair. An area of the map whose gray value is 50% will reduce the
amount of hair grown in that area by 50%. To change the overall hair count, use the Hair Count value
(see above).
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Main Component
Scale
Sets the overall scaling for the hairs. Default=100.0. Range=0.0 to 100.0.
At the default value of 100.0, the hairs are full size. Reduce this value to make the hairs smaller. To
make the hairs larger, use the styling tools. Default=100.0. Range=0.0 to 100.0.
This attribute is also mappable via the map button to the right of the spinner. Mapping allows you to
add a texture map to control the length of the hair. An area of the map whose gray value is 50% will cut
the hair grown in that area to 50% of its original length, with no shape change.
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Main Component
Rand. Scale
Introduces random scaling into the rendered hairs. Default=40.0. Range=0.0 to 100.0.
Random Scale value ramped from 0.0 (left) to 100.0 (right) using a linear gradient map
At the default value of 40.0, 40 percent of the hairs are scaled down randomly by varying amounts. At
0.0, no random scaling is introduced
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Main Component
Root Thick
Controls the thickness of the hair at its root. With instanced hair, this controls the overall thickness as a
multiplier of the original object's dimensions on the X and Y axes in object space.
This setting affects both native hair and instanced hair. With instanced hair, Root thick controls the
overall thickness of the hair, not just at the root.
Tip Thick
Controls the thickness of the hair at its tip.
This setting affects native hair only, not instanced hair. To create tapering in instanced hair, apply the
tapering when modeling the object to be instanced within Hair.
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