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Part VI: Advanced Modeling
also keeps the viewport display from bogging down. The Hair and Fur modifier is a World Space Modifier
(WSM), meaning that it is applied using the World Space coordinates instead of local ones.
The other half of the Hair and Fur solution is a render effect that allows the hair to be rendered. This render
effect is applied and configured automatically when the Hair and Fur modifier is applied to an object. This
causes the scene with hair to be rendered in two passes. The geometry is rendered first, followed by the
hair.
Note
Hair can be rendered only when a Perspective or Camera view is selected. Hair cannot be rendered in any of the
orthogonal views. n
Another similarity to particle systems is that the hair follicles can be replaced by instanced geometry, so you
can create a matchstick head character by replacing hairs with an instance of a matchstick.
Tip
Using instanced geometry with a fur system is a great way to create and position plants and ground cover. n
The materials that are used on hair are defined in the Material Parameters rollout in the Modify panel
instead of in the Material Editor. Many of the hair parameters have a square button to their right that lets
you apply a map to the parameter.
When the Hair and Fur modifier is added to an object in the scene, a Hair and Fur render element becomes
available that you can use to render out just the hair for compositing.
Working with Hair
Applying hair to an object is as easy as selecting an object and choosing the Hair and Fur WSM modifier,
which is found in the Modifiers ➪ Hair and Fur ➪ Hair and Fur WSM. After hair is applied to an object, you
can use the parameters in the Modify panel to change the hair’s properties.
Growing hair
Hair can be grown on any geometry surface, including splines, by simply applying the Hair and Fur WSM
to the selected object. When the Hair and Fur modifier is first applied to an object, it is applied to the entire
surface of the selected object, and when it is applied to a set of splines, the hair appears between the first
and last spline.
If you want to localize the hair growth to a specific area of the object, you can make a subobject selection
using the controls in the Selection rollout. The available subobjects include Face, Polygon, Element, and
Guides. After making a subobject selection, click the Update Selection to display the guide hairs only in the
selected area in the viewports. Figure 29.1 shows hair grown on a man’s face to create a beard.
Tip
After taking the time to make a subobject selection, create a selection set for the hair area for quick recall. n
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