8
Hair and Fur Modifier 507
Copyin g and P asting Hair
Youcancopy/pasteaHairandFurmodifierfrom
one stack to another, but it depends on a few things
to do this properly. You need to line up the objects
as closely a s possible, since Hair uses proximity to
determine how to position copied guides. If the
objects are significantly different, the transfer of
guides could be inaccurate.
Copying and pasting the Hair and Fur modifier
automatically adjusts the hair scaling. Copying
from a large object to a small object, for instance,
resultsinasmallerdefaultsizeinthecopied
modifier.
IfyoucopyanobjectthathasHairinitsmodifier
stack, Hair will also copy the modifier’s data to a
new modifier which will track the new object.
Text ures, V er tex M aps, a nd Sha der s
You can control many Hair and Fur modifier
parameters with maps. If you apply a map to a
parameter that is not a color, such as Density,
Hair uses the texture as a gr ayscale map that is
multiplied by the parameter value (0.0-100.0) .
You apply a map by clicking the square button
to the right of the parameter. After applying a
map, the letter M appears on the button. To place
thismapinthefirstslotintheMaterialEditor,
SHIFT+click the button. To disable the map
temporarily, CTRL+click the button. A disabled
map is indicated by a lower-case “m”.
Pr ocedur es
To use t he Ha ir a nd Fur modifi er:
This procedure lists the essential steps for g rowing
hair on an object. For more information, see the
reference information in this document, and the
tutorials in the
3ds Max 8 Tutorials
document.
1. Apply the Hair and Fur modifier to a mesh or
spline object.
The hairs appear in the viewports as red lines.
2. S et the mo difier p arameters according to the
desired results (see
Interface (page 1–509)
).
Available settings include the number of hairs,
length, thickness, and coloring.
3. Activate a Perspective or Camera v iew por t, and
then render the scene.
Hair cannot render in an orthogonal viewport.
Tip: Formorerealistichair,addoneormore
spotlightsandturnonShadows;retainthe
default Shadow Map shadow type. With no
spot lights in the scene, Hair uses its own
defaultomnilight,whichdoesn’tcastshadows.
To apply hair to a limited area of a high-resolution
obj ect:
An efficient working method for applying hair
to part of a high-poly-count object is to use a
low-poly proxy object.
1. Create the object to which you wish to apply
hair.
2. Make a copy of the object in the s ame location
as the original, remove any geometry where
hair shouldn’t grow, and reduce the polygon
count. For example, you could use the
MultiRes
modifier (page 1 –731)
.
3. If the original object is to move, make the
low-resolution proxy object a child of the
original object.
4. Apply the Hair and Fur modifier to the
low-resolution proxy object and adjust as
necessar y.
5. Make the low-resolution proxy object
non-renderable (see
General Panel (Object
Proper t ies Dia log) (page 1–112)
). The hair will
still render.
Ex ample: To v iew hai r dy nami cs in r eal ti me:
1.
Apply the Hair and Fur modifier to an object.