nHair created using can be rendered directly using the renderer. If you convert the to polygons, then you can render nHair in the mental ray and renderers. (See Convert Paint Effects to polygons in Paint Effects.) Alternatively you can output just curves to another renderer, such as RenderMan.
Tip
You can render more hairs cheaply using . These attributes are in the section of the hairSystemShape node .
You can render either a single frame, or render an animation by performing a batch render. For information, see the following:
To render a single frame of an nHair simulation
- Before rendering be sure to display the hair system’s (nHair > Display > ) and go to the frame you want to render.
- Click the button in the and do the following:
- Select a renderer from the drop-down list.
- If you’re rendering using the renderer, then turn on the and options in the section in the tab. This makes the hair even more realistic looking.
- If you’re rendering using , see Render Settings: mental ray tabs for information about the options in the tab. You can use the when rendering hair in ( window, tab). Alternatively, you can use the as a starting point if you want to trace fur or hair in reflections.
- Click the button in the . This renders the current frame in the window.
To render an nHair simulation
- Before rendering be sure to display the hair system’s (nHair > Display > ).
- Click the button in the . The window appears.
- Select a renderer from the drop-down list.
- In the tab, do the following:
- In the field, type the prefix you want to use for the rendered images.
- In the field, select .
- In the and fields, type the first and last frames in the sequence you want to render.
- Optionally, go to the renderer-specific tab and turn on in the section.
NoteThe animation will take longer to render with turned on.
Motion blurred scenes would benefit from scene nCaching to prevent simulation problems during frame sampling. See nCaching overview.
- If you’re rendering using the renderer, then turn on the and options in the section in the tab. This makes the hair even more realistic looking.
- If you’re rendering using , see Render Settings: mental ray tabs for information about the options in the mental ray tab. You can use the when rendering hair in ( window, tab). Alternatively, you can use the as a starting point if you want to trace fur or hair in reflections.
- Do one of the following:
To view your rendered animation, launch and then open the rendered .iff file. For more information on viewing the animation, see Open a file in FCheck.
Rendering using distributed render
If you are performing a distributed render, or if you are splitting up the render for any reason, you should create a hair
nCache. Creating an nCache lets you do distributed rendering and have the simulation match exactly.
For details, see nCaching overview.