8

Hair and Fur Modifier 511
groom the hair in the Style dialog . For optimal
cont rol, position the splines fairly closely together
and use as many as poss ible.
Hair and guides are recombed by the spline object (white).
Reset RestPerforms an averag ing of hair guides
using the growth mesh’s connectivit y.
This function is particularly useful after using
Recomb Fr om Splines. It’s also advantageous
when you change the size ratios of polygons in the
growth object. For example, if you st retch part of
the mesh by m oving some vertices, by default the
larger polygons will contain fewer hairs per unit
area. Use Reset Rest to redistribute the number of
hairs on the surface for more even coverage.
Left: Even hair distribution before resizing polygons
Center: U neven hair distribution after moving edges,
altering polygon size ratios
Right: After using Reset Rest, distribution is again evened
out.
Regrow Hair—Discards any styling information,
resetting t he hair to its default state, retaining all
current Modify panel settings.
Presets—Lets you load and save hair presets. Each
preset contains all current Modify panel settings
(except Display settings), but
not
any styling
information.
Loa d: Opens the Hair Presets dialog, which
contains a list of presets in the form of named
swatches. To load a preset, double-click its
swatch. Several sample presets are included
w ith the s oftware.
Save: Creates a new preset. You’re prompted
for a preset name; after entering one, Hair
renders the swatch, as shown by a message on
the status bar. You can abor t the creation of
the preset by clicking the Cancel button on the
status bar during rendering. If you enter an
existing preset name, Hair asks you to confirm
overwrit ing the preset.
Hair do—Lets you copy and paste hairdos. Each
hairdo contains all the current Modify panel
settings (except Display settings) and styling
information. This lets you apply all hair settings
from one object to another.
Copy: Copies all hair sett ings and styling
information into a paste buffer.
Pa st e: Pastes all hair settings and styling
information to the current Hair-modified
object.
Instance NodeLets you specif y an object to use as
custom hair geometry. The hair geometry is not
instanced from the original object, but all hairs
created from it are instances of each other, to save
memory.
To specify a hair object, click the Pick button and
then select an object to use. Thereafter the word
“Replace appears on the button.
Touseadifferentinstanceobject,ortousea
modified version of the original object, click the
Replace button and then select the object to use.