With
this tutorial, we will have fun posing
hair on a sphere and discover the
many parameters of the
Shag Hair plugin...
Functions
of Shag Hair Plugin can be found at
Digimation
To
start, create a sphere with a radius
of 100 (Generic unit in Customize/Unit
Setup...)and with 32 segments of division.
Our sphere should look like this.
Add
a spot to light the scene.
Apply
a Spherical UVW Map.
Then collapse the stack.
This
leaves us with an Editable Mesh.
We
will create a single hair, the prototype
of all the hairs that will be to added
procedurally by Shag Hair...
On the Left, we create a spline with
three control points, and a length
of 15 units.
Edit
this Spline and Convert all three
points into Smooth points.
Apply
a modifier of Model Hair (in the Modifiers
list) to the hair object.
For the moment we will not change any
parameters of Model Hair.
Open
the Environment Rendering panel.A
window appears and in the Atmosphere
selector click Add...
Select Shag: Hair then Add...
Shag: Render.
We must have Shag: Render to calculate
the hair Render time.
It
must be placed below Shag: Hair.
It
should be noted that we can use as
many Effects as needed. This is practical
when we uses several types of "hair"
(hair, eyebrow etc)...
To
select Shag: Hair in the Effects window.
A long series of parameters appear.
In
Emitters click on Select and select
the sphere object and in Model Hairs,
the hair object.
Shag
Hair then creates a new object, SH_sphere01,
this coarsely represents the aspect
of the hair.
Choose Perspective view and Render this
view.
It should be noted that Effects in
max are calculated only through the
Camera or Perspective views.
Our
result from the default settings of
Shag Hair.
At
present, we will keep the default
settings of the plugin.
In
the top of the Parameters box are
the values giving the physical characteristics
of the hair.
For the length Length Multiplier :
Maximum : coefficient length, 0 to
1.0.
Random
Factor : random coefficient variation
of length.
0: all the same length.
1: maximum different lengths.
For
the Density density :
Absolute : coefficient of density
per face. Each face has the same quantity
of hair.
Per
Area : coefficient of density for
the unit of the emission zone. The
density is constant whatever the size
of the faces.
Attention,
density strongly influences the computing
time and RAM necessary.
Modify with prudence...
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For
the Thickness thickness :
Maximum : maximum thickness of the
hair (in connection with the unit
of max).
Random Factor : random coefficient
of variation thickness, effects the
multiply length.
Link To Length Random : index the
thickness over the length, a short
hair is thinner than a longer one.
To make buckled hair Curliness :
Enabled : activation of the loops
Radius : ray of a loop on the hair.
Turns : a number of loops per hair.
Again
this increases significantly the computing
time.
Many
of the parameters, can indicate a Shag
Material ID which will contain the information
from a bitmap coded at 256 levels of
gray.
In this case, it is necessary to tick
the box SubMat ID and to assign a Multi/Sub-Object
Material corresponding to the Emitter
object.
It is then easy to make a finely represented
texture establishing the length, density,
etc... of the hair.
In
addition to all that, we can change
certain parameters according to the
length.
It
is the small button
.
To activate this function, just click
the button above and it becomes
By
right clicking the top button we get
a window in which we can change the
parameters according to the length
of the hair.
For example for Thickness, the thickness
of the hair decrease up to 80% length
and is stabilized.
We
can also vary the loop radius according
to the length...
Change
the values hilghted, Choose Perspective
view and Render.
And
here are effects of our modification!
Now that we have looked at these first
parameters we can attack the others...