Hair Simulation 1 Pertemuan 09 Matakuliah : UO714 / Technology for Animation Tahun : 2009.

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Transcript of Hair Simulation 1 Pertemuan 09 Matakuliah : UO714 / Technology for Animation Tahun : 2009.

Page 1: Hair Simulation 1 Pertemuan 09 Matakuliah : UO714 / Technology for Animation Tahun : 2009.
Page 2: Hair Simulation 1 Pertemuan 09 Matakuliah : UO714 / Technology for Animation Tahun : 2009.

Hair Simulation 1 Pertemuan 09

Matakuliah : UO714 / Technology for Animation

Tahun : 2009

Page 3: Hair Simulation 1 Pertemuan 09 Matakuliah : UO714 / Technology for Animation Tahun : 2009.

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The Hair And Fur modifier is the heart of the Hair And Fur feature. You apply it to any object that you want to grow hair from: either a mesh object or a spline object. If object is a mesh, the hair grows from the entire surface unless you make a sub-object selection. If the object is a spline, hair grows between the splines.

When you select an object modified by Hair And Fur, hair is displayed in viewports. The hair itself as displayed in the viewports is not selectable, though hair guides are selectable when you work at the Guides sub-object level or style hair

Overview

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Hair And Fur in 3ds Max has a few different components in the interface:The Hair And Fur modifier is the main component. This is where you style the hair guides, and set

parameters for size and coloration, kinkiness, frizziness, and so on. The Hair And Fur render effect more directly controls how hair is rendered. Typically you don't need to

change the render effect parameters, unless you have special rendering requirements. A Hair And Fur render effect is automatically added to your scene when you apply the Hair And Fur modifier.

A Hair Light Attributes rollout appears for all supported lights when a Hair And Fur render effect is active using the scanline renderer, and the render effect's Use All Lights At Render Time toggle is turned on. Controls on this rollout let you fine-tune how hair shadows appear under specific lights.

Component of hair & fur

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Hair Count The total number of hairs generated by Hair. In some cases this is an approximate count, but the actual count is usually very close to the specified quantity. Default=15000. Range=0 to 10000000 (ten million).

Main Component

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Hair Segments The number of segments per hair. Default=5. Range=1 to 150.This is equivalent to spline segments; with more segments, curly hair looks more natural, but the generated mesh object is larger. For perfectly straight hair, set Hair Segments to 1.

Main Component

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Hair Passes Sets the number of transparency passes. Default=1. Range=1 to 20.Hair's buffer renderhas a fairly novel way of handling hair transparency. Instead of resolving actual hair transparency, the hair is rendered multiple times (as opaque hair) with different random seeds. These buffers are then blended together. As you increase the Hair Passes value, the transparency (or wispiness) of the hair increases. In addition, increasing the value increases the actual number of rendered hairs as well, although the apparent density, or fill, seems about the same because of the additional transparency. Render time also increases linearly.

Main Component

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Density The numeric value sets the overall hair density; that is, it acts as a percentage multiplier of the Hair Count value. Default=100.0. Range=0.0 to 100.0.This attribute is also mappable via the map button to the right of the spinner. Mapping lets you add a texture map to control the amount of hair. An area of the map whose gray value is 50% will reduce the amount of hair grown in that area by 50%. To change the overall hair count, use the Hair Count value (see above).

Main Component

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Scale Sets the overall scaling for the hairs. Default=100.0. Range=0.0 to 100.0.At the default value of 100.0, the hairs are full size. Reduce this value to make the hairs smaller. To make the hairs larger, use the styling tools. Default=100.0. Range=0.0 to 100.0.This attribute is also mappable via the map button to the right of the spinner. Mapping allows you to add a texture map to control the length of the hair. An area of the map whose gray value is 50% will cut the hair grown in that area to 50% of its original length, with no shape change.

Main Component

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Rand. Scale Introduces random scaling into the rendered hairs. Default=40.0. Range=0.0 to 100.0. Random Scale value ramped from 0.0 (left) to 100.0 (right) using a linear gradient mapAt the default value of 40.0, 40 percent of the hairs are scaled down randomly by varying amounts. At 0.0, no random scaling is introduced

Main Component

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Root Thick Controls the thickness of the hair at its root. With instanced hair, this controls the overall thickness as a multiplier of the original object's dimensions on the X and Y axes in object space.This setting affects both native hair and instanced hair. With instanced hair, Root thick controls the overall thickness of the hair, not just at the root.

Tip Thick Controls the thickness of the hair at its tip.This setting affects native hair only, not instanced hair. To create tapering in instanced hair, apply the tapering when modeling the object to be instanced within Hair.

Main Component