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HAIR
First, make sure the Use Polygon Tool is active and select the Bear_mesh object in the Object Manager. The
polygons to which we just applied Hairbert’s long fur will be highlighted in red. Select the second of the five
triangles with the red border next to Bear_mesh in the Object Manager. In the Attribute Manager you will see
Hair Short in the Name text field. Click on Restore Selection or double-click on the triangle below this text
field. If you followed all steps correctly the polygons on Hairbert’s face and ears should be highlighted in
orange.
Since we just covered the following steps in the creation of Hairbert’s long fur we will simply list them for you
here. Give your new HAIR object (e.g. Short Fur) a different name to avoid confusing it with the long fur.
1. Add Hair (main menu: Simulate/Hair Objects)
2. Set guide Length to 5 cm, Segments to 4 (Attribute Manager)
3. Set Count for hairs to 250 000.
4. Reduce hair (not guide) Segments to 4.
5. Open the HAIR material (double-click the material in the Materials Manager).
6. Set Root to 0.3 and Tip to 0.01 in the Thickness channel.
7. Activate the Straighten channel and set Strength to 70 %.
Since Hairbert was born in Alaska we’ll have to change his look a little. Double-click one of the HAIR materials
in the Materials Manager and select the Color channel. Double-click the left-most color marker.
Change the color to a very light gray and click on OK. Now select the right-most color marker and change its
color to white. Do the same for the remaining HAIR material and render the scene.