Use this to create dynamic hair on a NURBS or polygon
surface. For more information, see
Create your own hair on surfaces.
Hair > Create Hair >
These are descriptions for the options
in the Create Hair Options window.
Output
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:
- Paint Effects
-
Each follicle has a hair clump (strokes) containing
information about the color and shading of the hair, as well as
its position.
- NURBS Curves
-
Each follicle contains one NURBS curve that represents
the position of the hair in that follicle.
- Paint Effects and NURBS
Curves
-
Each follicle contains one NURBS curve that represents
the position of the hair in that follicle. Each follicle also has
a hair clump (strokes) containing information about the color and
shading of the hair.
- Create Rest Curves
-
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.
- Grid, At
Selected Points/Faces
-
Specify whether the hair to be created is placed on
the grid of the selected surface, or at the selected surface points/faces.
The latter is helpful if you want to create individual hairs/hair
curves or add to an existing hairSystem.
- U Count
-
The
number of follicles to be created along the U direction.
- V Count
-
The
number of follicles to be created along the V direction.
- Passive Fill
-
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.
- Randomization
-
The
degree of randomization for the placement of follicles along the
U and V directions. With a value of 0 there is no randomization
and the follicles are lined up. With a value of 1 the follicles
are extremely random.
- Edge Bounded
-
When
turned on, the follicles are created along the edge of the U and
V parameters.
- Equalize
-
Turn
this on so when hair is created Maya compensates for uneven mapping
between UV space and world space, equalizing the distribution of
the follicles so they aren’t cluttered at the poles.
- Static, Dynamic
-
Specify whether the hair
to be created is Static or Dynamic.
Static hair does not respond to the dynamic forces, but can be manually
keyframed, whereas dynamic hair does respond to the dynamic forces.
Note that you can also change this state after you
create the hair.
- Points Per Hair
-
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.
- Length
-
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.
- Place Hairs into
-
Place
the hairs to be created in a new hair system, or an existing hair
system. Select from the drop-down list.