You can create hair on
NURBS and polygonal surfaces. For polygons, UVs should be non-overlapping
and fit between 0 and 1. Automatic mapping is a quick way to achieve
this. (See
Automatic UV mapping in
the Mapping UVs Guide in the Maya Help.)
In this lesson you are creating hair on a head model.
There
are three sets of curves for the hair system.
Start Curves/Position
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This is the position
of the hair at the start frame of the simulation. When first created,
the Start curves stick straight out from the surface.
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Rest Curves/Position
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This is the position
of the hair when no forces (such as gravity) are acting upon it.
You can use these curves to influence the shape of the hair.
Working with Rest curves
is like styling hair with hairspray. The Rest curves are styled
into curls and flips, etc. When the simulation is played back, the
hair adheres to the Rest curves position as much as possible depending
on dynamic forces and attribute settings in the hair system and
follicles. For example, if your hair is not very stiff and you’re
simulating a windy day, the hairspray (Rest curves position) is
less likely to hold the hair in position.
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Current Position
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This is how the hair
behaves when you play the simulation, which includes dynamics. Do not edit
the Current Position; just view it.
The Stiffness and Iterations
attributes in the Hair system’s Dynamics section are what control
the tolerance of the Current Position achieving the Rest Position.
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In this lesson you are
introduced to some of the basic concepts of hair by creating a simple
long hairstyle. In this lesson, you learn how to:
- Create hair on a surface.
- Play a hair simulation and interact with
it during playback.
- Manipulate hair curves to create a hairstyle.
- Use collision constraints to make hair
collide with a model’s head, neck and shoulders.
- Modify hair attributes.
- Set up hair self shadows.
- Render hair.