16.0
Table Of Contents
99HAIR
When hair is added, a corresponding material will be created automatically in the Materials Manager.
The HAIR object is located at the top of the object list in the Object Manager.
Before we start editing the HAIR material and the HAIR object, we will shorten the guides a little (which will
also shorten the rendered hair) and give the hair a little style by applying gravity. Select the HAIR object in
the Object Manager. Go to the Attribute Manager and activate the Guides tab. This tab contains the Length
and Segments settings.
Set Length to 21 and Segments to 6. The Segments setting defines the number of individual segments each
guide is made up of (this only influences how guides are displayed in the editor and its dynamic behavior, not
the rendered hair. For example, a hair with only 3 Guides segments will behave very stiffly when affected by
gravity but its subdivision of 12 in the Hairs tab will result in a smooth rendered look). If Segments were to be
set to 1 each guide would consist of only a single segment and gravity could not bend the guide. Our guides
have 6 segments, which means they can be bent at 5 points along their length (see the Tips & Tricks chapter
for further details concerning guide segments).
Now switch to the Forces tab and activate the Surface to Hair setting. This will prevent the hair tips from
penetrating any surfaces when gravity is applied (collision detection). If we were to apply gravity at this point,
though, the hair tips would still penetrate the polygon mesh since we have not yet told the polygon mesh that
it should interact with the hair.
To do so, click on the Bear_mesh object in the Object Manager and assign to it a Collision tag (right click: Hair
Tags/Hair Collider).