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Try to use frizz and kizz parameters and watch how they influence the anemones. If the base mesh isn't subdivided enough you'll see sharp and unrealistic corners (Fig.06 & Fig.07).

179_tid_frizz_and_kizz_parameters_06.jpg
Fig. 06

179_tid_frizz_and_kizz_parameters_07.jpg
Fig. 07

Now that you're confident with most parameters, try to set them properly. Then if you go in the rollout dynamics you can add a simulation to the anemones that will make them behave like hair, falling and folding. If you click on the "live" button you'll see the mesh gradually deforming (Fig.08).

179_tid_mesh_deforming_08.jpg
Fig. 08

Do not forget that they will always remain "hair", so why not comb them? The toolset for hairstyling will work, so you can use it to achieve an interesting look (Fig.09).

179_tid_hairstyling_09.jpg
Fig. 09


Once you are satisfied with styling you can assign a material and proceed to render, and your anemones will finally be alive (Fig.10)!

179_tid_assign_a_material_10.jpg
Fig. 10

You can change the density or even assign a map to it. Here are some examples of what can be done (Fig.11 - Fig.13).

179_tid_density_or_assign_a_map_11.jpg
Fig. 11





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