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To create hair in Maya using paintFX,
you need three things, first (as I named)
Hair Heart, second Hair Path,
and finally Hair Stroke, from
these three elements you can create
good paintFX hair
What
I mean by these elements?
- Hair
Heart: I mean from where the hair
will grow/born (come from), its
simply a curve, which you will attach
the hair brush with it, you can make
it shape as you like, I used to make
it circle, but it depends how is your
hair design will be.
-
Hair Path: Its your hair
design, which you will animate in
the future; you will make it from
curves.
-
Hair Stroke: Its the
hair look and how it will be, here
is the real work on the hair will
start.
Now
I will start making a single hair group,
its just a way to make you start.
Lets start step by step
- You
should start with your hair design
by making the hair curves (hair paths),
in this test I have made a single
path, single path dont mean
one hair (you will control the number
of hair from your hair stroke).
Take care when you are building your
curves, put in mind that a lot of
spans will make it hard to fix the
hair design in the future, by usual
I rebuild my curves in 7-9 spans.
You can use Modeling/Edit Curves/Rebuild
Curve option to fix your curves
spans number.
-
Then make your hair heart, in this
test I have made it shape circle,
but remember you can make any shape,
its depends how your hair will
born/grow. And remember you can use
one Hair Heart for many Hair Paths,
so dont think you make for example
5 hair paths that you need 5 hair
hearts!
L ook at Picture 1 to know how the
Hair Heart and Hair path looking for
single hair
-
Now
its the time to start working
on your hair stroke, the hair stroke
its like a brush, and how
your hair will look, now I will
show you how to connect the hair
stroke with your hair heart and
hair curves, then I will show you
some hair attributes which will
help in creating the hair.
How to connect the Hair Stroke with
Hair Heart and Hair Path?
You have two functions in Maya you
will use for this Attach
Brush to Curves and Set
Stroke Control Curves.
Attach Brush to Curves: You
will use this function to connect
your hair stroke with your hair
heart, and that after choosing your
brush from Rendering/Paint Effects/Get
Brush
You have a good
hair brushes in Maya Visor/hair,
in this test I have choose hairRed1.mel.
You can find this function from
Rendering/Paint Effects/Curve
Utilities/Attach Brush to Curves.
After this step the hair stroke
has been created, and you can see
it from the outliner.
Set Stroke Control Curves:
We use this function to make the
hair stroke walk with hair path,
so select your hair strokes (from
the outliner) then select your hair
path, and click the function, you
can find it here Rendering/Paint
Effects/Curve Utilities/Set Stroke
Control Curves.
Now this step complete and we are
ready to start working into hair
stroke attributes.
Look at Picture 2 to see what I
got.
-
Select
your stroke from the outliner and
open it attribute, I will not show
you all hair attributes, but I will
tell you the most important.
Global Scale: This is the
first value you should edit after
setting stroke control curves, from
this you can control you brush scale
size.
Display Quality: When you
are making the hair, you should
change this value always, as you
know paintFX is a bit slow.
Sample Density: Its
the samples points on the stroke,
which paint your hair.
Seed: This option sets the
sequence of random numbers used
for brush attributes that are randomized.
Smoothing: I used this a
lot when Im creating soft
hair.
Tubes Per Step: Its
simply the number of hair per point.
Tube Rand: The random places for
the hair in the point.
Segments: Defines the maximum
number of segments a tube can have,
control the stroke ability to walk
with curve.
Picture 3 shows what I got from
changing some of these values.
This is simple steps to start working
on paintFX hair, and remember you have
a lot of attributes you should test,
and your way in paintFX is very long.
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Picture
1: Hair Heart and Hair Path

Picture 1: Hair Stroke connected
with Hair Heart and Path

Picture 3: The render after
changing some values
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