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 in the Mapping UVs Guide in the .) 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.