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Chapter 29: Adding and Styling Hair and Fur, and Using Cloth
FIGURE 29.1
By making a subobject selection, you can control precisely where hair is grown.
Applying hair to a single spline doesn’t create any hair, but if multiple splines are included as part of the
same Editable Spline object, then the hair is interpolated between the various splines in the order they are
attached following the spline’s curvature. This provides a great way to add special features like a ringlet to
an existing set of hair.
Setting hair properties
Several rollouts of properties can be used to change the look of the hair. The General Parameters rollout,
shown in Figure 29.2, includes settings for the overall Hair Count, the number of Hair Segments between
adjacent splines, the number of Hair Passes, Density, Scale, Cut Length, Random Scale, Root and Tip
Thickness, and Displacement. The Hair Count value sets the total number of hairs for the given geometry.
Higher values take longer to render but produce more realistic hair. The Hair Passes sets the number of ren-
der passes to use for determining hair transparency. The higher the Hair Passes value, the wispier the hair
looks. The Rand Scale value provides a random amount of scaling for a percentage of hairs to look more
natural. The Displacement value sets how far from the source object the hairs grow and can be a negative
value.
Caution
Although the Hair Count value can accept huge numbers, adding a large number of hairs takes a long time to ren-
der and can really slow your system. n
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