8
Hair and Fur Render Effect 217
Inter face (Hair and Fur render effect)
This section describes the interface for the Hair
and Fur render effect.
Hair R en d erin g Options group
Hair s—Sets the method to be used for rendering
hair:
• buf fer: Procedural hair generated by Hair at
render t im e based on the modifier parameters.
Buffer hair is generated by a special renderer
within Hair and offers the benefit of being
able to create millions of hairs with minimal
memory requirements. Only one hair is in
memory at a t ime. Also, using Buffer render
offers a variety of compositing options.
• geometry : Creates actual geometry for the
rendered hair at render time. This geometry is
assigned the material ID set by the Hair and Fur
modifier >
Geom Mat ID par ameter
.
Note: Geomet ry hair derives its texture from the
growth object, not from any maps applied via
the Material Parameters rollout.
Compositing options aren’t available with
Geometry hair.
• MR p rim: Hair is generated by a procedural
mental ray shader that generates mental ray
curve primitives directly into the mental ray
rendering stream at render time.
Lighting—
• native: Uses standard 3ds Max calculations for
light falloff.
• emul ation: Per forms a simpler internal
calculation for light falloff within the buffer
render . I t applies only to the buffer hair
rendering itself, not the 3ds Max scene. This
modeomitsfeaturessuchasillumination
textures on the hair, and light fal loff ca lculation
might be slightly inaccurate, but rendering is
somewhat faster.
Motion Blur group
In order to render motion-blurred hairs, Motion
Blur must be enabled for the growth object.
Duration—Thenumberofframesoverwhich
motion blur is calculated for each frame.
Interva l—Thepointinthedurationatwhichthe
“snapshot” of the hair is captured, pre-blurring.
The default is middle, which causes blurring to
occuratthestartandendoftheduration.
Buffer Rendering Options group
This sett ing applies only to the
buffer rendering
method
.