Now
you need to apply the brush to all hair
strokes on the other side of the skull
and a little in front. Select hair_split_curve02,
PaintEffects->Curve Utilities->Attach
Brush to Strokes, while the new
stroke is selected shift select all
the control_curves for the other side,
PaintEffects->Curve Utilities->
set Stroke Control Curves, just like
we did previously. Now select the new_stroke
created then shift select the hair_side_stroke01,
PaintEffects->share One Brush, this
will allow you to
have one brush(hair_side_brush) to control
both strokes of the hair. For the front
hair, we are going to use separate brush
for optimization later, select the original
front_hair_split_curve, do a Attach
Brush to Strokes and then Set Stroke
Control Curves, to grow out the hair
again. Rename
this new stroke to hair_front_stoke.
Now select the hair_side_stroke01, PaintEffects->Get
Setting from selected stroke, then select
hair_front_stroke, PaintEffects->
apply setting to selected strokes. Now
the brush for hair_front_stroke will
be the same as hair_side_brush, look
at the hypergraph view screen shot below
for connection reference.(Note if your
hair design is different on the other
side of the skull then you'll need to
use a separate brush eventually, just
transfer the brush setting
from the previously tweaked to the new
one, and start tweaking from there).
You should also assign a different hair
texture for the front hair, if you are
working with textures.
..::[Part7
Optimizing your hair]::..
Right now the
hair at the front don't look right
and the side still lacks volume, for
what I want. We are going to optimize
both brushes of hair and make them
not only faster to render but also
take more volume. You don't have to
crank up a lot of tubes per step to
achieve more volume in your hair.
Select the hair_front_brush, open
up attribute editor, tubesPerStep=10,try
even lower as there's less need for
the front, the trick is to have a
high width1 so that it doesn't really
represent each
strand of hair, but a bunch, you can
do each strand with a texture map.
Also lower segments=24, or less if
the hair still looks smooth. Open
the tab Behavior|forces, curveAttract
= -0.041, this spread the hair away
from a little the control curves,
so a lot of the hair don't just stick
close together near a single control
curve. Select the hair_side_brush
and also put a negative curveAttract
value, I used -0.050. Now your hair
should look more natural, to add more
randomness play with the seed value
and tube Rand values in the stroke.shape
Node and brush NodeWe all know human
hair don't grow evenly in volume because
we cut them, for example some hair
in front will be sparse and back will
be more dense, or the side maybe more
dense then the back. We can't just
crank up the tubesPerStep, that will
make overall the hair dense. We'll
need to use a pressure curve to tell
Paintfx where we need more hair. Pressure
curves can be applied to many other
parameters to optimize and achieve
the effect you are after. Select the
hair_side_stroke01,
PaintEffects->CurveUtilities->makePressureCurves/option,
change the control points=10 and offset
scale=0.05, a curve should be created
next to your stroke, if the Pressure
curve is too close or far you'll need
set a
different offset Scale, to delete
it, open up the pressure Mapping tab
under the stroke.shapeNode, then right
click pressureMin3, deleteExpression,
then delete the pressure curve its
self. If you have got a nice pressure
curve near hair_side_stroke01 then
open pressreMapping tab and set pressureMapping1=tubes
Per Step, set pressure min1=0.1 and
pressureMax1=1. Turn off other pressureMappings
to stop unexpected results. Now you'll
need to adjust the CVs on the pressureCurve,
move the points in the middle of the
curve more up higher then the rest(right).
If you don't see any change to the
density of hair on the side then change
the pressureMin1 a little then it
should update. Also lower the CVs
the at the two ends of the curve to
have less density in front and back.
Test render different position for
the CVs, using same camera angle and
using the slider below the renderView
to see the difference. Once you are
satisfied, make a pressureCurve for
hair_side_stroke02. Here's my render
after optimizing with pressure curves.
..::[Conclusion]::..
That's all,
you now have good control over your
designed hair. There's some very important
details that I missed. You maybe wandering,
you can't animate this!, true, to
add dynamics is very easy after you
have the control_curves set. You can
use several techniques to drive the
motion of
hair_control_curves, mel/expression/softbodies/clothObjects.
For a clothObject approach take a
look a Duncan Brinsmead's tutorial
here, it uses cloth dynamics to drive
the curves, all you need to to do
is use the control curves we already
made to produce the cloth objects.
Another aspect is lighting, specular
and shadow I did not talk about, that
you can look into it your self. This
is because to have good light/shadow
not only requires working with pfx
settings but also lights themselves,
so its
beyond the tut.
I
hope you now understand the ideas
behind how to use pfx not only for
hair but other objects that takes
similar form. The trick is using one
stroke and some control_curves to
shape that stroke to take on the form
and let Pfx fill out the in betweens.
I hope you had as much fun reading
it as me making this tutorial...yeah..right...
:) If you have any question
or suggestions please e-mail me yinako_minako@hotmail.com
Yinako, 2001