8
502 Chapter 8: Modifiers
updated automatically because that could become
extremely time consuming.
Viewport—Uses the tessellation that the NURBS
object currently uses in v iewports.
R end er er—Uses the tessellation that the NURBS
object cur rently uses for the renderer.
Custom—Setthetessellationdirectlyinthe
Tessellation Method group b ox.
Base Sur face, Sur face Edge, Displaced Sur face, and
Lock —
Thesecontrolsarethesameasinthe
surface
approximation controls (page 1–1241)
for NURBS
objects.
Tessellation Method group
The controls in this group are the same as the
surface approximation controls for NURBS
objects.
Ignore Sur face Settings—When turn ed off,
Displace NURBS uses the surface approximation
settings for surface sub-objects. When turned
on,DisplaceNURBSusesthesettingsinthe
Tessellation Method group and overr ides sett ings
for surface sub-objects. Default=off.
Auto Weld—All vertices closer than the
Threshold
value are automatically welded together. This can
simplif y the mesh geometry. It is useful to turn
this on when you have increased the Merge v alue
in order to eliminate gaps between surface edges
in the approximation of the NURBS object.
Hair and Fur M odif ier (W SM)
Ha ir O v ervi ew
This section prov ides a range of general
information that’s useful to know when u sing Hair.
Basic Concepts
Storing and manipulating millions of dynamic,
simulated hairs is very demanding on today’s
technology. Therefore, just as standard
3D-graphicstechnologyusesboundariessuchas
surfaces to describe solid objects, Hair uses hair
“guides” to descr ibe basic hair shape and b ehavior.
Guides (yellow) occur at each polygon corner.
Hairs (red) are interpolated between guides.
You c an then fur ther manipulate the guides with
sculpting tools to form a “control volume,” which
gets populated by interpolated hairs. These can
then be further manipulated with distorting
controls such as Kink and Frizz, which can be
driven by maps and solid textures.