Before creating nHair, consider the following:
- Do you want to create nHair based on the UV coordinate grid of your polygon surface, or do you want to specify that nHair
is generated from selected components on your object surface. See Create nHair on surfaces.
- How do you want to render hair? The renderer you want to use affects what setting you choose when you create hair. For more information, see nHair Output and Rendering Hair.
- Do you want to include passive hair curves in your hair system? See Passive hair curves.
- Do you want to include Rest curves in your hair system? See Start, Rest, and Current Position curves and Create Rest Curves.
- What kind of hair style to you want to create? If short and simple, you can keep your (segments) low, but if you’re creating long hair or a short, complex hairstyle you need more segments for flexible, natural
looking hair. Also, you can create multiple hair systems on the same surface, which can be helpful if you’re adding bangs
(fringe) to a model. See Assign a selection to a hair system.
- If creating nHair on a polygon, which UV set do you want to use? Use UV sets to define where the hair goes and to control
its distribution and density. See Select which UV set to use for Hair (polygons only).
- Do you want to use dynamic curves for a non-hair simulation? For more information, see Creating other models and effects with hair and also Make curves dynamic.
- Will hair collide with other objects in such as nCloth or nParticles? See nDynamic Collisions.
- Do you want to constrain hair to other Nucleus objects such as passive collision objects? See Constraining Nucleus objects.
- Do you want to convert an existing classic Hair simulation to nHair? See Convert classic Hair to nHair.
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