8

506 Chapter 8: Modifiers
shadows will cast shadows from rendered hair.
ForHairsbufferrendertoconsideronlycertain
spot lights for lighting the hair, select t he lights
you’d l ike Hair to use, and then go to the Hair and
Fur render effect, tur n off “Use all lig hts at render
time and then click “Add Hair Properties. This
causes only the designated spot lights to illuminate
the hair. It also adds a
Hair Light Attr rollout (page
2–1196)
to each of the lights that lets you set hair
attributes for the light.
Forbestresults,useaspotlighttoilluminatethe
hair, set the light to cast shadow-mapped shadows,
and m inimize the angle of coverage. If you see
shadowartifactssuchasaliasingandsizzlingin
cast shadows, decrease the spot light angle of
coverage (preferable) or increase the resolution.
This doesn’t mean you can’t ray trace your scene
(unless you’re using mental ray or polygons), but
anything that’s not a spotlight won’t get integrated
into Hair’s buffer render ca lculations.
Loadi ng a nd S avi ng
TheHairdatainyoursceneisautomaticallysaved
when you save your MAX scene file. The state data
for the hair can consume quite a bit of space, so
yourscenefilewillprobablybesignificantlylarger
than it was before you applied hair.
Animating Hair
WhiletheStyledialogletsyoumovehairguides
around, you cannot keyframe this movement. You
can, of course, keyframe Modif y panel parameters
to simulate special effects such as hair growing. But
to animate hair motion, you can take advantage
of the internal Hair > Frizz Anim parameters,
use dynamics (including gravity), apply external
forces, or employ any combination of the three.
To a n i m a te f r i z z , u s e t h e
Frizz Anim
, Anim Speed,
and Frizz Anim Dir p arameters. It’s not necessary
to keyfra me these to create animation; just set
them to values other than the defaults.
The remaining animation solutions are available
on the
Dynamics rollout (page 1–522)
.Youcan
find a procedure that shows basic dynamics hair
simulation
here (page 1–508)
.
Hai r and Fur M odifier
Modify panel > Make a selection. > Modifier List >
World-Space Modifiers > Hair and Fur
The Hair a nd Fur mod ifier is t he hear t of the Hair
and Fur system. You apply it to any object that
you want to grow hair from; either a mesh object
or a spline object. If it’s a mesh object, the hair
growsfromtheentiresurfaceunlessyoumakea
sub-object selection. If applied to a spline object,
the hair grows between the splines.
With splines, it’s important to ma ke sure that the
splines are in sequential numerical order, because
that’s the order Hair uses to determine adjacent
guides. To check the numerical order, go to the
Editable Spline level of the modifier stack and
access the Spline sub-object level. Then click each
spline in turn and check its ID number at the
bottom of the Selection rollout. Also, make sure
that each spline’s first vertex is where the hair roots
should be.
Note: To select a Hair and Fur-modified object,
click the object. The hair itself as displayed in the
viewportsisnotselectable.
See also
Hair Over view (page 1–502)
Style Dialog (Hair) (page 1–524)
Hair and Fur Render Effect (page 3–216)
Hair and Fur Render Element (page 3–136)
Hair Lig ht Attr(ibutes) Rollout (page 2–1196)