| General | Effects | Instancing | Dynamics | Presets
Controls the basic parameters of a hair object, affecting mostly the render hairs. However, the parameters on the Dynamics
page affect guide hairs.
To apply: Choose or on the Hair toolbar.
To redisplay: Select the hair object, click the button on the Select panel, then click the Hair icon.
For more information in general about hair, see Hair and Fur Basics.
General
Display Settings
Controls how hair is displayed in the 3D views.
For more information, see Viewing the Hairs.
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Controls whether guide hairs or render hairs are displayed in the 3D views:
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displays the curves between which the render hairs are interpolated. This option provides the fastest display and interaction.
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displays a percentage of the render hairs. This option gives a better approximation of the final result, but may be slower
especially with a large number of hairs.
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displays differently depending on the display mode of each viewport. The hair object's bounding box is displayed in Bounding
Box mode, the guide curves are displayed in Wireframe, Depth Cue, and Hidden Line Removal modes, and render hairs are displayed
in Constant, Shaded, Textured, Textured Decal, and Realtime Shaders modes.
Note that guide curves are always displayed when the hair object is selected or active for component selection.
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The number of hairs to display when render hairs are visible. This is a percentage of under below. Increase this value to get a better approximation of the final result, or decrease it to get faster display and interaction.
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Render Settings
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The number of hairs to draw when rendering. This is a percentage of below. Typically you would use 100 for the final render, but you can decrease this value to get a rough idea of the final
result for quick render tests.
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The total number of hairs in the hair object. If you use a Density Map to remove a proportion of hairs in some regions, then
the actual number of hairs will be less than this value. In addition, you can add extra hairs using the options.
You can adjust the number of hairs that are displayed using under above, and adjust the number of hairs that are rendered to file or in the render region using % under .
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Hair Geometry
Sets up the BSP tree for rendering hair geometry. Hair is rendered as a special hair primitive by the mental ray renderer.
For more information, see Setting Up for Rendering Hair.
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Maximum number of branches down the tree until it stops splitting into more branches. Range is 1 to 64.
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Maximum number of hairs each leaf on the tree can hold before converting that leaf into a branch to allow for further splitting.
Range is 1 to 80.
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Hair Multiplicity
For more information, see Increasing the Number of Render Hairs.
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Copies every hair strand by the specified number. Note that you must set a non-zero Splay value or the duplicated strands
will be completely coincident.
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The method used to determine the area in which the hairs are splayed:
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(the default) determines the amount of splaying relative to the length of the hair. The shorter the hair, the smaller the
area in which the duplicated hairs are splayed.
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sets the hair splaying to the absolute values set for the and parameters.
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offsets the new hairs (based on the value set for ) starting from the tip, creating the effect of sprouts — or hair plugs! The higher the value, the farther from the original
hair the copies are splayed.
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offsets the new hairs (based on the value set for ) around the root area of the original render hair strand. The higher the value, the farther from the original hair the copies
are splayed.
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Hair Generation
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Activates mode (see Stretching Hair Segments [ Hair ]), in which the guide hair segments can have their length changed (hair segments are normally fixed in length). When you
style or animate hair in stretchy mode, the hair strands behave more like curves than an IK chain with fixed segment lengths.
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The number of subdivisions along the length of the render hairs. Higher values produce smoother hairs but require longer processing
times.
For more information, see Changing the Length of Render Hairs [ Hair ].
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Sets the quality of the rendered hair to low, which is faster but of lower quality, or high, which is better quality but slower.
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Hair Collision
For more information, see Setting Up Hair Collisions.
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Sets the type of collision the hair has with objects set as obstacles.
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creates a sphere around the obstacle object for the collision detection, giving fast calculations. This option disregards
the settings in the Obstacle property editor.
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uses the actual shape of the obstacle object for the collision detection, which is desirable in most cases. This gives accurate
results but may have a slower calculation time. This option disregards the settings in the Obstacle property editor.
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uses the settings in the Obstacle property editor as a basis for the collision detection. For example, if you have Actual
Shape set as the Obstacle Type, the actual shape of the obstacle object is used in the calculations. This makes for a fairly
fast calculation using whatever settings you have.
NoteThe Friction and Elasticity parameters in the Obstacle property editor are not used in the calculation of hair collisions.
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Effects
The parameters on this page affect only the render hairs. They have no effect on the guide hairs.
For more information, see Frizzing Out.
Frizz
Displaces each vertex in every strand according to a noise rotation, resulting in hair frizziness or static. It is relative
to the length of the strand (before any Cut Map is taken into consideration) so that for the same value, vertices on shorter
strands are displaced by smaller amounts.
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Adds a noisy rotation of the hair strands starting from their bases. This value sets the total rotational offset, and is scaled
by three level 3 harmonic noise fields whose frequency is set by the .
If is relatively high and is relatively low, the effect is like using mousse to scrunch together hair at the tips while preserving the chaos at the
roots.
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Adds a noisy rotation of the hair strands starting from their tips. This value sets the total rotational offset, and is scaled
by three level 3 harmonic noise fields whose frequency is set by the . The visual effect is frizziness.
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The frequency of the frizz noise pattern along the X, Y, and Z axes. This value is relative to the size of the hair-emitting
element so that, for example, small objects are not relatively frizzier than large objects. In other words, the same value
produces the same number of "bends" on small objects as on large objects.
axes allows you to change all XYZ values to the same value by changing one.
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Allows you to animate the frizz parameters for extra hair motion. You can use this in place of the Wiggle parameters for creating
certain effects, such as wavy grass.
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Controls the amount that the frizz is animated (similar to Wiggle Amplitude).
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Controls how quickly the frizz is animated (similar to Wiggle Speed).
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Sets the direction of the frizz animation along the X, Y, and Z axes.
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Kink
Displaces each vertex in every strand according to a noise pattern. The visual effect is kinkiness or waviness. It is relative
to the length of the strand (before any Cut Map is taken into consideration) so that for the same value, vertices on shorter
strands are displaced by smaller amounts.
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Adds noise to the hair strands starting from their bases. This value sets the total offset, and is scaled by three level 3
harmonic noise fields whose frequency is set by the .
If is relatively high and is relatively low, the effect is like using mousse to scrunch together hair at the tips while preserving the chaos at the
roots.
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Adds noise to the hair strands starting from their tips. This value sets the total offset, and is scaled by three level 3
harmonic noise fields whose frequency is set by the .
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The frequency of the Kink noise pattern along the X, Y, and Z axes. This value is relative to the strand length (before any
Cut Map is taken into consideration) so that for the same value, long and short strands have the same number of kinks.
axes allows you to change all XYZ values to the same value by changing one.
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Thickness
For more information, see Setting the Render Hair Resolution (Segments).
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The method used to determine each render hair's thickness.
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(the default) determines the hair thickness relative to the size of the emitting area on the hair emitter's geometry. Basically,
the larger the emitting area, the thicker (and longer) the render hairs.
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sets the hair thickness in an absolute size using the and Tip parameter values. The values are in 100ths of a Softimage unit. For example, a Root thickness value of 50 would make
the roots 50/100 or 0.5 Softimage units in diameter.
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The size of the render hairs at their base.
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The size of the render hairs at their tips. Depending on the thickness you select, the Root and Tip thickness values will have different results:
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With as the Type, the Root and Tip values are relative to the emitter size. For example, hair is thinner when emitted from a smaller
area, so Root and Tip values at 1 would give different results than the same values for hair emitted from a larger area.
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With as the Type, the Root and Tips values are the actual diameter of the hair (at the root and tip, respectively) in 100ths of
Softimage units.
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Applies a consistent random scale to the generated hair. The hairs are only scale down: the render hairs are never scaled
to be larger than they are. A value of 1 is totally random, while a value of 0 changes nothing.
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Allows you to connect a weight map or texture map to cut the length of the render hairs in different areas. At a value of
0, the render hairs are cut at the root. At a value of 1, render hairs follow the entire length of the guide curves. At values
in-between, the render hairs follow a portion of the guide curves.
See Cutting the Render Hairs [ Hair ] for more information.
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Allows you to connect a weight map or texture map to remove a proportion of hairs in different areas. The value of the map
controls the probability of a hair being removed. Where it is 0, all hairs are removed; where it is 1, no hairs are removed.
At values in-between, the corresponding proportion of hairs are removed.
See Setting the Render Hair Thickness [ Hair ] for more information.
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Instancing
Instancing allows you to replace hairs with any type of geometry during the rendering process. Create a group that includes
the objects you want to use as instances, and each object in the group is assigned to the hairs during rendering. You can
choose how the objects are assigned, as well as how they are oriented.
For information on instancing, see Rendering Objects (Instances) in Place of Hairs.
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Enables the rendering of the instanced geometry you define in the box instead of the hair geometry.
When this option is off, the hair geometry is rendered as a special hair primitive by the mental ray renderer.
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Group of objects you have picked to replace the render hairs during rendering. Select one or more objects you want to instance
and create a group that includes them.
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Click this button, then in the explorer select the group of objects you have created to be instances.
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Removes the current group of objects from being used as hair instances.
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Applies the instances only to the guide hairs, but not to the render hairs. This is an easy way of having the instances appear
only at the hair emitter's vertices.
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Assignment
For information on using these options, see Selecting How Instances are Assigned.
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Select the method by which the instanced objects are assigned to the hair:
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Distributes the instances on the hair randomly, meaning that you can't control which instance object is assigned to which
hairs.
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Uses the values on a weight map to assign the instances to the hair. Where the weight map's values are 0, the object listed
at the bottom of the instance group (in the explorer) is used; where the values are 1, the object listed at the top of the
instance group is used.
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If you selected as the , you must select the weight map to use for distributing the instances.
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(%)
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Using values from 0 to 100%, this option blends the values of the weight map so that the division between the instanced objects
is less distinct.
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Orientation
Allows you to control the orientation of the instanced geometry according to a tangent map or to the location of target objects.
For information on using these options, see Setting the Instances' Orientation.
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Select the method by which the instances are oriented:
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Instance orientation is not changed.
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Instances are oriented according to a tangent map, which give each instance a local XYZ coordinate system based on the RGB
values of the emitter's VertexColor property (tangent maps are stored in this property). Tangent maps orient the instance
so that its X axis follows the U direction of the hair emitter.
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Instances are oriented according to the location of one or more target objects. You can use multiple objects for which the
instances will pick a direction which is a weighted average by distance to each target object; that is, the target object
closest to the hair has more of a "pull" than a target object that is farther away. For a single object, the instances always
point toward that target.
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If you selected Map as the , you must select the tangent map to use for the orientation of the instances.
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If you selected as the , you must select the group of one or more target objects whose location the instances will follow.
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Rotates the instances locally in degrees (0 to 360). A distribution method is used to allow for some randomization of rotation
values among the instances.
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Select for a simple, linear distribution of the Spread value among the instances.
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Select for a normalized distribution of the Spread value among the instances based on a bell-shaped curve.
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Dynamics
The parameters on this page have an effect only when dynamics has been applied to the hair object. These parameters are applied
to the guide hairs, but have a visible effect on the render hairs.
If you have animated parameters for certain styling operators (Clump, Comb, Puff, Rotate, and Scale), you cannot use dynamics
on the hair.
For more information, see Making Hair Move with Dynamics.
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The tendency of the hairs to hold their original, styled shape while under the effect of dynamics. This is the stiffness of
the guide hair starting at the hair tips, with the effect lessening toward the root. A value of 1 means that hair will always
keep its styled shape.
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Same as Stiffness except it determines the stiffness at the root of each guide hair. The default value of 1 means that the
guide hairs will always keep their styled shape at the root.
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Simulates a light breeze by randomly displacing the vertices of guide hairs.
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Determines how quickly the hair recovers from the effect of dynamics. The default value is 0, but higher values (maximum value
is 1) make the hair bounce back into its styled position more quickly.
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Presets
Click a button to set the Frizz, Kink, and other parameters to preset values for different hair types. You can then tweak
those parameters further if you wish on the Effects tab.
Note that these buttons do not affect the guide curves and you must still groom the guide curves to obtain the desired hair
styling.