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Hair And Fur Modifier 517
you w ant to g row hair from: either a mesh object
or a spline object. If object is a mesh, the hair
grows from the entire surface unless you make a
sub-object selection. If the object is a spline, hair
grows between the splines.
When you select an object modified by Hair And
Fur, hair is displayed in viewports. The hair itself
as displayed in the viewports is not selectable,
though hair guides areselectablewhenyouwork
at the Guides sub-object level or style hair (see
below).
Note: Hair And Fur renders only in Perspective
and Camera v iews. If you attempt to render an
orthographic view, 3ds Max displays a warning
that says the hair will not appear.
Components of the Ha ir A nd Fur Featur e
Hair And Fur in 3ds Max has a few different
components in the interface:
•TheHairAndFurmodifieristhemain
component. This is where you style the
hair guides, and set parameters for size and
coloration, kinkiness, frizziness, and so on.
•TheHair And Fur render effect (page 3–220)
more directly controls how hair is rendered.
Typically you dont need to change the render
effect par ameters, unless you have special
rendering requirements.
AHairAndFurrendereffectisautomatically
added to your scene when you apply the Hair
And Fur modifier.
•AHair Light Attributes rollout (page 2–1351)
appears for all supported lights when a Hair
And Fur render effect is active using the
scanline renderer, and the render effect’s Use
All Lights At Render Time toggle is turned on.
Controls on this rollout let you fine-tune how
hair shadows appear under specific lights.
The following lig ht ty pes are not supported
when rendering hair with the buffer” method
(see “Lighting Considerations, below):
Skylight, mr Area Omni, mr Area Spot, IES
Sun, IES Sky, mr Sky and mr Sun. However, mr
AreaOmni,mrAreaSpot,mrSky,andmrSun
are supported forhairwhenyouusethemr
prim method and the mental ray renderer.
Note: For the purposes of rendering shadows in
hair, Direct lights are treate d as point (omni)
lights.
•ThereisalsoaHair And Fur render element
(page 3–140), which you can use when you are
doing your own compositing.
Growth Objects
You can grow Hair either from a surface or from
splines.
To grow hair from a surface, select the object and
then apply the Hair And Fur modifier. You can u se
either geometric primitives or an editable surface
type such as Polymesh.
To grow hair from splines, you can draw several
splines and combine them into a single object
(or turn off Start New Shape during creation),
and then apply the Hair And Fur mod ifier. You
wi ll see s ome preview interpolated hairs appear
inviewports.Theorderofthesplinesub-objects
is important bec ause Hair uses this order to
interpolate hair in between the splines. If the
interpolation seems incoherent, you might need to
physically rearrange the splines.
Using a spline emitter, Hair interpolates hair growth b etween
pairs of splines in logical, numerical order.
Left: Splines in se quential order result in predictab le hair
growth.
Right: Splines in nonsequential order can produce undesirable
results.