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Hair And Fur Modifier 519
After guides have been styled, hair is interpolated between
neighboring guide pairs.
Mesh-based hair guides before and after styling.
With spline growth, you style the hair by editing
the growth splines in the v iewports.
Style spline-based hair by manipulating the splines.
Copying an d Pasting Hair
You can copy and p aste a Hair And Fur modifier
from one stack to another, but you need to line up
the objects as closely as poss ible, because Hair uses
proximity to determine how to position copied
guides. If the objects have significantly different
geometry, the t r ansfer of guides can be inaccurate.
Copy ing and pasting the Hair And Fur modifier
automatically adjusts the hair scaling. C opying
fromalargeobjecttoasmallobject,forinstance,
resultsinasmallerdefaultsizeinthecopied
modifier.
IfyoucopyanobjectthathasHairAndFurinits
modifier stack, Hair will also copy the modifier’s
data to a new modifier that will track the new
object.
Textures, Ver tex Maps, and Shader 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 grayscale map that is
multiplied by the par ameter value (0.0 to 100.0) .
You apply a map by clicking the square button to
therightoftheparameter.Afterapplyingamap,
the letter “M” appears on the button. To place
this map in the first slot in the Material Editor,
Shi f t +click the button. To disable the map
temporarily,
Ct rl +click the button. A disabled
map is indicated by a lower-case “m”.
Light ing Consider a tions
When you render using the default “buffer
method,HairAndFurprovidesitsowndefault
lighting (a single omni light), unless you have one
or more supported lights in the scene.
Supported lights for the scanline renderer and
“buffer” method include spotlights, omni lig hts,
direct lights (which are treated as omni lights for
hair purposes), and photometric lights except
for IES Sun and IES Sky. Supported lights for
the mental ray renderer and “mr prim m ethod
include the lights supported by the scanline
renderer, and these mental ray light ty p es: mr
Area Omni Light, mr Area Spotlight, mr Sky, and
mr Sun.