Use this to create dynamic nHair on a NURBS or polygon surface. For more information, see Create your own hair on surfaces.
These are descriptions for the options in the Create Hair Options window.
This is the hair system’s output. For information on what to consider when choosing the output, see Hair Output. Select from one of the following:
When turned on, this creates a set of Rest curves that are straight and normal to the surface.
If the hair is fairly stiff and you want it to assume a non-straight shape (in the absence of external forces like gravity), then you should create and edit Rest curves. For more information, see Start, Rest, and Current Position curves.
When on, Maya converts the selected mesh to a passive collision object. Internal connections between the hair system and the Nucleus solver are created so that the solver has information about the follicle positions at the start frame of the simulation.
Creating nHair with Collide with mesh on provides performance improvements when nHair is attached to animated surfaces, especially if the hair system is composed of a large number of hairs.
The number of passive curves to active (hair) curves. Passive curves interpolate the dynamic behavior of active curves, but are less expensive than simulating every curve. For more information, see Passive hair curves.
Sets the number of hairs rendered for each hair follicle. You can set Hairs Per Clump to low value to improve performance when the hair system is created.
After you create the hair system, you can then increase the Hairs Per Clump attribute value in the hairSystemShape node Attribute Editor. By default Hairs Per Clump is set to 10.
The number of points/segments per hair. As this value increases the hair curve becomes smoother. Keep in mind for relatively short stiff hair use fewer points (or Sub Segments), but for long flowing hair use more points, especially if you plan to style the hair curves. For stiff hair that has a detailed shape you may need to use more points (or Sub Segments), but you may also need to use higher Iterations to achieve the desired stiffness.
The length of the hair in world space units (default grid units in the scene views).
At a very large scene scale, it might be necessary to type in large values for the length. Gravity is constant, so increasing the length for a large scene scale will result in hair that seems to fall more slowly. If this is the case, then increase gravity on the hairSystemShape until the hair falls at the desired rate. Currently the gravity field for particle and rigid body simulations seems to be calibrated with the sense that cm are around a meter.
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