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526 Chapter 8: Modifiers
from the original object, but all hairs created from
it are instances of each other, to save memory.
Note: Hair does not use animation from instance
objects. If an object is anim ated, Hair uses its state
at the first animation frame.
Pick To specify a hair objec t, click the Pick button
and then pick an object to u se. Thereafter, the
button shows the name of the object you picked.
To use a different inst a nce object, or to use a
modified version of the original object, click this
button and then pick the new object.
Tip: In order for the instances to be properly scaled
and fit to the hair, place the model’s pivot at the
“root of the object. Hair will then scale your
model appropriately so that t he height of each
instance matches the length of the hair it has been
applied to. Any part of your model that extends
below the pivot will intersect the surface. This can
be u seful; if the hair grows at a n oblique ang l e to
the growth su rface, you can r aise the pivot in the
original model to make sure the instanced hairs
will extend all t he way to the growth surface.
Also, b ear in mind that the instancing engine w i ll
be deforming your model as it fits it to the hairs.
Make sure that your model has enough divisions
along the Z (vertical) axis for the deformation
to look as smooth as it needs to; the number of
subdivisions should be approximately equal to
theHairSegmentsvalue. Hairdoesntperform
automatic subdivision on the geometry.
X—To stop using the instance node, click the Clear
Instance button (labeled “X”).
Merge Material—When on, combines the
material applied to the growth object and
thematerialappliedtothehairobjectintoa
single Multi/Sub-Object material and applies
it to the g rowth object. When off, the growth
object’s material is applied to the instanced hair.
Default=on.
Note: The merged material is instanced from
the instance node, so that changing the original
materialaffectstheresultingmaterialappliedto
the hair.
Convert group
Use these controls to con v ert guides or hair
generated by the Hair And Fur modifier to
3ds Max objects that you can operate on directly.
Guides ->Splines—Copies all guides to a new, single
spline object. The original guides are lef t intact.
Hair -> S plines—Copies all hairs to a new, single
spline object. The original hairs are lef t intact.
Hair -> Mesh—Copies a l l hair to a new, single mesh
object. The original hairs are left intact.
Render S ettings—Opens the Effects panel and
rollout (page 3–219) and adds a Hair And Fur
render effect (page 3–220) to the scene, if one
doesn’t already exist.
Note: TheHairAndFurrendereffectsettingsare
global, so even if you click Render Settings to
open the effect sett ings from different Hair And
Fur modifiers, you’ll get the same render-effect
settings.
Styling Rollout (Hair and Fur)
Select an object with the Hair And Fur modifier applied. >
Modify panel > Styling rollout
The Guides sub-object level of the Hair And
Fur modifier (page 1–516) lets you style hair
interactively in viewports. Interactive styling
controls are on the Styling rollout, which has a
Style Hair button that you can also click to b egin
styling.