2010

Table Of Contents
Beyond the lesson
In this lesson you learned how to:
Create dynamic hair on a surface.
You can add hair to a NURBS or polygonal surface by creating or painting
the hair. For polygons, UVs should be non-overlapping and fit between 0
and 1. Automatic mapping is a quick way to achieve this (seeAutomatic
UV mapping in the Mapping UVs guide). For more information, see
Creating hair in the Hair guide.
Before creating hair, you should determine which renderer youll be using
as this will affect what type of hair output you select: NURBS curves or
Paint Effects, or both.
Interact with the dynamic playback.
While using interactive playback you can modify the hair and see the hair
react to dynamic forces. For more information, see Play a hair simulation
in the Hair guide.
Model hair curves.
Style hair by transforming hair curves and using Lock Length to maintain
the length between CVs on a curve. You can also use Fields to style hair
and then add constraints to hold hair in position. For more information,
see Styling hair and modifying the hair look and behavior in the Hair
guide.
Modify hair system and follicle attributes.
You can change the look (color, curl, etc.) of the overall hair by modifying
attributes in the hairSystemShape node. But individual follicle attributes
can be modified in the follicleShape node, which override or blend with
the hair system attributes. For more information, see the following topics
in the online help: Hair system attributes (hairSystemShape in the Hair
guide), Follicle attributes (follicleShape in the Hair guide) and Set up hair
shading in the Hair guide.
Render the hair.
Paint Effects hair can be rendered using the Maya Software renderer. You
can also convert Paint Effects hair to polygons and render in another
renderer, such as mental ray. Or you can output just the dynamic curves
to an external renderer, such as Renderman. For more information, see
Rendering scenes with hair in the Hair guide.
776 | Chapter 15 Hair