|
|

|
|
See
above the material employed for the
hair with the special Hair Shader.
Assign this material to each wick of
hair generated by Shag Hair.
|
|
|
In
the options of the Shag Hair roll-up,
Shading, Geometry, Quality, activate
Shade Bezier Segments this improves
the quality of the reflections on
the hair.
We
can still improve by also activating
the Shade Middle Strands but that
lengthens the Render time.
You
may use this for your final render.
|
|
|
In
Effect Shag Render, to accelerate
render time we can lower Quality&Memory
(of the default 6.0 to 3.0).
For
a simple preview we can also turn
off Hair-Object Shadows and Hair-Hair
Shadows.
Finally
do not forget to convert the lights
to normal max lights "Hair"
by selecting them and while clicking
on Make Hair Enabled Lights.
|
|
|
Here
three lamps light the scene.
It
should be noted that each added light
extends the computing and pre-process
times of Shag Render.
|
|
|
|
|
|
For
the remainder of hair, use the method
that is on the preceding page.
We
can regulate the density of splines
Shown in the viewport while going
into the roll-up Shading, Geometry,
Quality of Effect Shag Hair (from
0 to 100)
By putting it at 100 we have a good
idea of the volume of generated hair.
|
|
|
|
|
|
|
|
Returned
settings taking into account the storage
area bitmap.
(see
page 2 )
Now
it is necessary to mix material IDs
between the joints to avoid the brutal
cuts between zones of Shag Hair.
|
|
|
|
Seen
above overlapping zones Shag Hair.
I added two new zones before making
two wicks.
Once the zones are developed, replace
the colors of material ID with the
generic texture of procedural skin
|
|
|
|
Skin
texture of material ID 1 is copied
by dragging and dropping from the
1st material ID.
All for is made ready final
|
|
|
|
|
|
Click
on the images to see them enlarged.
The function Shade Middle Strands
is activated (see in top of page).
Later I would carry out tests of collisions
between the hair and the mesh, because
for the moment, the hair is obliged
"to float" with the top
of the mesh.
|