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Hair & Fur in 3ds Max

By Luca Broglio
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Date Added: 20th January 2010
Software used:
3ds Max

179_tid_density_or_assign_a_map_12.jpg
Fig. 12

179_tid_hair_fur_3dsmax_sea_anemones_13.jpg
Fig.13



Now, if you really want to add life to anemones, the steps to do this are very simple. When you turn on the "Live" option, every strand bends down. To make the strands float you can raise the parameter "root hold", although if you set a high hold value then the mesh becomes totally rigid. To avoid rigidity keep the root hold value low, and set the gravity to negative (type -2.33) so that it will be "attracted" to the top. Now create a Space Warps > Forces > Wind and put it on a side of the scene. In the panel of H & F, add it to the dynamics rollout "external forces" (Fig.14).

179_tid_external_forces_14.jpg
Fig.14

The deformation can be stored by pre-computing the simulation. Set the folder in which you want to save the individual files for each frame and click "Run". After the calculation, simply pass in "Pre-computed" and you'll see the single anemone animated.

Here's a video example of what can be achieved: http://vimeo.com/7816099

Hair & Fur can be used to create a wide variety of objects, from normal hair, in dreadlocks, feathers ... and why not? For anemones too! I hope you liked this unusual use of this tool.




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