With Maya® HairTM,
you can create a dynamic hair system to model realistic hairstyles
and hair behavior.
Since Hair is a generic
dynamic curve simulation, you can also use these curves to create
non-hair effects, including ropes, chains, a suspension bridge,
sea creatures, or lofted surface from a curve.
With Hair you can simulate:
- natural movement and collisions of long
- hair blowing in the wind or being blow
- hair when swimming underwater
- various hairstyles, including ponytails,
braids, and updos
- other dynamic curve effects such as ropes,
chains, cables, wires, etc.
A hair system is a collection of
A hair follicle in human
hair typically hosts one hair, whereas in Maya each hair follicle hosts
a hair curve. The hair follicle controls the attributes
and curves associated with a particular hair clump, and how the
hairs attach to a NURBS or polygonal surface. The input to each
follicle is a Start Position NURBS curve, a surface and a UV position
to attach to.
creating hair, the hair system output can be
in the form of NURBS curves, Maya® Paint EffectsTM strokes,
or both. If the specified output when creating hair is NURBS Curves,
each follicle will contain one NURBS curve that represents the position
of the hair in that follicle. If the specified output is Paint Effects,
each follicle has a hair clump, made up of Paint Effects strokes.
There are various attributes
on a hair system for modifying the look and behavior of the hair
as a whole. There are also follicle level attributes that will override
the hair system attributes; the visible result will be affected
by both the follicle and hair system attributes.
You can have more than
one hair system on the same surface.
the Paint Hair Tool you can create
new hair systems, add and remove follicles, as well as paint hair
attributes, including Clump Width Scale, Stiffness,
Paint Effects hair
can be rendered using the Maya Software renderer. You can also convert Paint
Effects hair to polygons and render in another renderer, such
as mental ray® for
Or you can output just the dynamic NURBS curves to an external renderer,
such as Renderman.
Consider outputting to Paint
Effects if you want to:
- render with the Maya Software renderer
- convert the Paint Effects hair
to polygons and render in any renderer
Consider outputting to
NURBS curves if you want to:
- use the curves as path or control curves
for any standard Paint Effects brush, such as
feathers or vines. These brushes behave differently than the default
built in Paint Effects as the curves
are not the hairs, but controls that interpolate and affect Paint
Effects. This scenario is slower to update and takes
a bit of time to set up.
- select a few Current Position curves
and loft a surface through them with construction history.
- extrude a circle down the curve to create
- use the curves for output to another
renderer that directly supports curve rendering.
Consider outputting to
both NURBS curves and Paint Effects if
you want to:
- use both the curves (for example, as
particle emitters to simulate spray flying off wet hair) and render
using the integrated Paint Effects either directly
or by converting to polygons.