nHair introduction

 
 
 

Maya nHair lets you create a dynamic hair system so you can model realistic hairstyles and hair behavior. Since nHair is a generic dynamic curve simulation, you can also use these curves to create non-hair effects.

With nHair you can simulate:

To play the animation, click the link below.

longHair.mov longHair.mov

To get started quickly using Maya nHair, a tutorial is included with Maya. The nHair tutorial is one of the many comprehensive tutorials in the Getting Started with Maya guide. To access the tutorial, select Help > Tutorials.

nHair and Nucleus

nHair uses Maya® Nucleus™, the same dynamic simulation framework that generates nCloth and nParticle simulations. nHair systems interact with other Nucleus objects, including nCloth, passive collision, and nParticle objects. For collisions to occur, all participating objects must be assigned to the same Nucleus solver (nucleus node). Dynamic curves belonging to the nHair system have the ability to self-collide. As a Nucleus object, nHair supports nConstraints and responds to the internal forces generated by Nucleus solvers.

NoteYou can convert classic Hair systems to nHair. See Convert classic Hair to nHair.

nHair connections

A hair system is a collection of hair follicles. A NURBS or polygonal surface can have multiple hair systems on the same surface and one hair system can span multiple surfaces.

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.

When creating hair, the hair system output can be in the form of NURBS curves, Maya ®Paint Effects 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.

nHair simulations are solved by the assigned Nucleus node. By default, hair interacts with the other Nucleus objects that are assigned to the same solver. These interactions include collisions and constraints between the objects. See Introduction to nDynamics.

nHair output

Consider outputting nHair to Paint Effects if you want to:

Consider outputting nHair to NURBS curves if you want to:

Consider outputting Hair to both NURBS curves and Paint Effects if you want to:

Rendering nHair

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 NVIDIA® mental ray®. Or you can output just the dynamic NURBS curves to an external renderer, such as Pixar® RenderMan®.

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