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999_tid_image34.jpg 999_tid_image33.gif
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.

999_tid_image37.jpg 999_tid_image38.jpg

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.

999_tid_shag_0000.jpg 999_tid_shag_0001.jpg

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.

999_tid_image41.jpg 999_tid_image40.jpg

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
999_tid_image43.gif 999_tid_image42.jpg

Skin texture of material ID 1 is copied by dragging and dropping from the 1st material ID.
All for is made ready final

999_tid_image50.jpg 999_tid_render_06_i.jpg

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.

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