After
seeing the basic functions, we will
see how to use Materials ID to control
the emission zones of the hair parameters
with bitmap textures...
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Before
starting, erase the hair created by
Shag in the preceding page (object
HS _ * *) also erase the entry Shag
Hair in the Environment window.
Keep the hair model.
To select the sphere, change it into
an Editable Polygon and select the
top part.
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In
Surface Properties modify Mesh Edit,
and assign Material ID 2.
By
default the remainder of the sphere
has Material ID to 1 assigned to it.
Then in Material Editor, create a
Multi/Sub-Object with 3 materials.
The
1st will have the color of the sphere
at the time it started, the 2nd will
define the establishment of the hair
and the 3rd their lengths.
Assign
this material to the sphere.
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The
sphere must have this aspect with
the two zones, corresponding to Material
ID 1 and 2.
(do
not to forget to get out of Sub-Object
mode before assigning our new Material)
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In
Environment/Atmosphere add the Effects
Shag Hair, Shag Render and assign the
sphere its Emitters and hair in Model
Hairs.
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Shag
Hair creates the SH_sphere01 object
representing the hair.
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Click
on Face Level, a window appears, select
By Sub-Material ID 2.
Now
Shag Hair knows that it is zoned to
Material ID 2 which is the zone transmitter
of the hair.
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Rendered
with the default settings of Shag
Hair.
(Sphere
radius of 100 Generic units and 32
segments)
Now we can graphically define the
length of the hair.
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Create
a texture similar to that shown above
left and apply a Cylindrical UV Map
to Material ID 2.
In Material Editor, and in the 2nd
Material, put our texture into the
Diffuse channel.
Activate show texture in the viewport.
The sphere should look like above
right.
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Put
the following parameters into Shag Hair.
Length Multiplier, activate and put
a 2 in SubMat ID.
The
length of the hair is now a function
of the texture contained in Material
ID 2.
White,
hair normal, black absence of hair.
The intermediate levels of gray would
give us decreasing lengths.
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Apply
a rather conspicuous texture to the
SH_sphere01 object to see the hair
well.
Normally
we would have activated SubMat ID
in Density to establish the same hair.
Nevertheless some hairs have appeared
in the black zones (bug?).
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With
this texture, we controls the length
of the hair.
We add it in the diffuse channel of
Material ID 3. For the mapping co-ordinates,
Shag will automatically use them in
the zone of emission (Material ID
2).
Put these parameters into Shag Hair
above right. It should be noted that
this time it is the Material ID 2
(Density) which controls the establishment
and Mat. ID 3 the length.
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In
addition to choosing the zones where
the hairs appear, we control their length
graphically also.
Now we will put the same color onto
the hair that is on the remainder
of the sphere.
Up to now it was for checking the
texture and coordinates.
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In
Material Editor, add a sub-material
by clicking on
Set Number.
To copy the same color as the ID 1 (drag
and drop then Copy).
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Select
the sphere, and Polygon mode, select
the faces having ID 2 (Select by ID)
and replace them with the ID 4.
In the Perspective view, there are no
more Shag hair points with Material
ID 2 and the sphere has a uniform color.
In
Shag Hair, click on Face Level and
replace the 2 with 4, the hair will
reappear in the Perspective view.
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Final
Render...
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There
are still some very useful functions,
presented on the next page...
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