With this tutorial, we will have fun posing hair on a sphere and discover the many parameters of the Shag Hair plugin...
Functions of Shag Hair Plugin can be found at Digimation
To start, create a sphere with a radius of 100 (Generic unit in Customize/Unit Setup...) and with 32 segments of division.
Our sphere should look like this.
Add a spot to light the scene.
Apply a Spherical UVW Map. Then collapse the stack.
This leaves us with an Editable Mesh.
We will create a single hair, the prototype of all the hairs that will be to added procedurally by Shag Hair... On the Left, we create a spline with three control points, and a length of 15 units.
Edit this Spline and Convert all three points into Smooth points.
Apply a modifier of Model Hair (in the Modifiers list) to the hair object. For the moment we will not change any parameters of Model Hair.
Open the Environment Rendering panel.
A window appears and in the Atmosphere selector click Add...
Select Shag: Hair then Add...
We must have Shag: Render to calculate the hair Render time.
It must be placed below Shag: Hair.
It should be noted that we can use as many Effects as needed. This is practical when we uses several types of "hair" (hair, eyebrow etc)...
To select Shag: Hair in the Effects window.
A long series of parameters appear.
In Emitters click on Select and select the sphere object and in Model Hairs, the hair object.
Shag Hair then creates a new object, SH_sphere01, this coarsely represents the aspect of the hair. Choose Perspective view and Render this view.
It should be noted that Effects in max are calculated only through the Camera or Perspective views.
Our result from the default settings of Shag Hair. At present, we will keep the default settings of the plugin.
In the top of the Parameters box are the values giving the physical characteristics of the hair. For the length Length Multiplier :
Maximum: coefficient length, 0 to 1.0.
Random Factor: random coefficient variation of length.
0: all the same length.
1: maximum different lengths.
For the Density density:
Absolute: coefficient of density per face. Each face has the same quantity of hair.
Per Area: coefficient of density for the unit of the emission zone. The density is constant whatever the size of the faces.
Attention, density strongly influences the computing time and RAM necessary.
Modify with prudence...
For the Thickness thickness:
Maximum: maximum thickness of the hair (in connection with the unit of max).
Random Factor: random coefficient of variation thickness, effects the multiply length.
Link To Length Random: index the thickness over the length, a short hair is thinner than a longer one.
To make buckled hair Curliness:
Enabled: activation of the loops
Radius: ray of a loop on the hair.
Turns: a number of loops per hair.
Again this increases significantly the computing time.
Many of the parameters, can indicate a Shag Material ID which will contain the information from a bitmap coded at 256 levels of gray.
In this case, it is necessary to tick the box SubMat ID and to assign a Multi/Sub-Object Material corresponding to the Emitter object. It is then easy to make a finely represented texture establishing the length, density, etc... of the hair.
In addition to all that, we can change certain parameters according to the length.
By right clicking the top button we get a window in which we can change the parameters according to the length of the hair. For example for Thickness, the thickness of the hair decrease up to 80% length and is stabilized.
We can also vary the loop radius according to the length...
Change the values hilghted, Choose Perspective view and Render.
And here are effects of our modification!
Now that we have looked at these first parameters we can attack the others...
continued on next page >