To create the hair for
the top of the head, you will use a spline cage; this method helps
to style a large amount of hair, especially long hair, all at once.
The spline cage method
is somewhat different from the polygon method you used for the beard
and mustache:
- Hair grows from the splines, instead
of from the Head surface.
- There are no guide hairs: The splines
themselves are the guides.
- When you grow hair from splines, the
default values are different from when you grow hair from polygons.
Set up the scene:
- Continue from the previous lesson or open viking_02.max.
Hide the beard and mustache:
- Click and Ctrl+click
to select the Beard and Mustache objects
(or use Select By Name). Then right-click, and from the Display
(upper right) quadrant of the quad menu, choose Hide Selection.
Draw the spline cage:
NoteThe tutorial files
include a spline cage that has already been drawn. If you have trouble
completing this procedure and the two that follow, or if you don’t
want to spend the time it takes to construct the splines, you can skip
ahead to the procedure
Apply
Hair And Fur.
- On the Create panel, click (Shapes) to make it active,
then on the Object Type rollout, click to turn on Line.
- On the Creation Method rollout, change
both the Initial Type and the Drag Type to Smooth.
- On the main toolbar, right-click (Snaps Toggle) to open the
Grid And Snap Settings dialog. In the dialog, click Clear All, and then
click to turn on Face.
Close the Grid And Snap
Settings dialog.
- Click (3D Snaps Toggle) to turn
it on.
- Open the Rendering rollout, and turn
on Enable In Viewport.
This simply helps you see the splines better
while you create them.
- Draw the first spline, on the left side
of the head, from the crown down to the right shoulder. Right-click
to end spline creation.
Because you are snapping to faces, some portions
of the spline might sink below the skin. Don’t worry about this:
You will move the splines away from the head before you generate
the hair.
- Using the illustrations as a guide, draw
the remaining splines.
On each side of the head, there are three splines
in front of the ear, and three behind the ear.
There are also two additional splines at the
very back of the head.
Orbit the viewport while
you draw the splines (you can use Shift+Z later
to undo the view changes).
Assemble the splines into the cage:
- When you have drawn the splines to your
satisfaction, select the first spline
you created (at the front left temple). Right-click it, and from
the Transform (lower right) quadrant of the quad menu, choose Convert
To: Convert To Editable Spline.
- Make the Top viewport active.
- Go to the Modify panel. With the first
spline still selected, turn on
the Geometry rollout Attach
button and proceeding in a counterclockwise direction, click to
attach each of the additional splines in the cage.
The order is important: If splines
are out of order, the hair will be tangled or scrambled. Because
of this, you can’t use the Attach Multiple button, either.
TipIf it is hard to
see the splines, you can select the head, right-click and choose
Hide Selection, and then do the attaching as described earlier in this
step.
- When you have added all the splines to
the cage, turn off Attach.
Move the cage away from the scalp:
- Turn off Rendering Enable In Viewport.
- Turn off (Snaps Toggle), if it is
still on.
- Turn on (Vertex) to go to the Vertex
sub-object level.
- Click and Ctrl+click
to select all the first vertices
of the hair splines (the ones that display in yellow, when they
aren’t selected).
TipAt this point, if
the root vertices seem to be a bit far apart, you might want to
use
(Select And Uniform Scale)
to bring them closer together so the viking doesn’t have a bald
spot.
- Press Ctrl+I to
invert the selection.
- Turn on (Select And Scale), choose (Use Selection Center),
and then scale the vertices up a bit, so that all but the first,
scalp vertices are at a distance from the skin of the head.
- Click (Vertex) to exit this sub-object level.
Apply Hair And Fur:
- Do one of the following:
- If you followed the preceding procedures
to create the spline cage, and are happy with how it looks, then
skip ahead to step 2.
- If you prefer to use the prepared spline
cage, or you didn’t create your own, then from the Application menu choose
Import Merge.
Open hair_spline_cage.max.
In the Merge dialog, click the Hair_Cage object
to highlight it, and then click OK.
- Select the spline cage.
- On the Modify panel, from the Modifier
list, choose WORLD-SPACE MODIFIERS Hair And Fur (WSM).
- On the Material Parameters rollout, give
the head hair the same colors as the beard and mustache:
- Tip Color: RGB = 130, 120, 120
- Root Color: RGB = 30, 20, 15
- Mutant Color = Root Color: RGB = 30,
20, 15
- Mutant % = 15.0
- On the General Parameters rollout, change
the Hair Count to 3000.
Notice that the default Hair Count is 450: This
is far lower than the default for hair grown from polygons, and
it is too low a value.
- Also on the General Parameters rollout,
change Hair Segments to 100 and Hair Passes to 2.
Hair Segments specifies how many segment subdivisions
Hair And Fur uses for each hair. We increased this value because
the Viking’s hair is long.
Hair Passes is a quality control: Increasing
its value increases rendering time, but also improves the appearance
of the hair.
- Also on the General Parameters rollout,
change Random Scale to 20.0.
This specifies that 20 percent of the hairs
will have a random variation in their length.
- On the Frizz parameters rollout, change
Frizz Root to 3.0 and Frizz Tip to 2.0.
- On the Kink Parameters rollout, change
Kink Root to 0.1 and Kink Tip to 2.0.
- On the Multi Strand Parameters rollout,
change the settings as follows:
- Count = 3
- Root Splay = 1.2
- Tip Splay = 1.15
Now you are ready to
try rendering the hair.
Render the hair:
- On the main toolbar, click (Render Production).
Because the hair is longer, the head takes longer
to render than the beard or mustache.
The result is not good: The hair looks matted
and oily. In part, this is because the defaults for hair grown from
splines differ from those for hair grown from polygons.
- On the General Parameters rollout, change
the value of Root Thick to 2.5 and the
value of Tip Thick to 0.25.
The default Root Thick(ness) for polygon hair
is 5.0, while for spline hair it is 10.0!
- On the Material Parameters rollout, change
the values of Specular and Glossy to both equal 15.0.
In this case, the defaults are the same as for
the beard and mustache, but the greater area of the head hair makes
highlights more apparent.
- Right-click a viewport, and from the
Display (upper right) quadrant of the quad menu, choose Unhide All.
- Render the head once more.
This time, the appearance of the head hair is
more in keeping with the beard and mustache.
Save your work:
- Save the scene as viking_hairy.max.
Summary
In this tutorial, you grew hair from polygons,
and also from a spline cage. You used several of the numerous Hair
And Fur settings to change the hair color and appearance and obtain
a realistic result.