Forum: Poser - OFFICIAL


Subject: Hair Tutorial In Progress

softriver opened this issue on Sep 03, 2004 ยท 29 posts


softriver posted Sun, 05 September 2004 at 11:40 PM

Next, you create the hair, bearing in mind that each morph will need "bridging groups" and "hard" groups. (i.e. Groups that cross the morphic gaps, or reside solely on a single poly group). The image above shows a populated hair style, rendered in the default position, the "Hairline Forward = 1.00000" position, and the "Hairline Forward = 3.00000" position. Subtlety and proper planning are obviously the keys to designing softdynamic hair. I'm about 80 hours in development on this idea, and can currently make finished hair styles do damn near anything I want without ever getting into the hair room... However, I've found that the key is to decide what morphs you'll be attempting well before you start creating your hair, then to remove any morphs that work improperly after you're finished. I honestly don't see much use for this beyond animation, or making distributable hair products and freebies, as it requires a large amount of planning and implementation to do properly... If all you want to do is make a great render, you should focus on getting the styling tools and materials right, and only creating the parts of the hair that you need. In other words, I consider softdynamics a very advanced technique. I am using it because I plan on releasing some hair products, to help support the content gap between P4 and P5, but it's certainly not necessary to get great renders. ;) Cheers, *softriver* Note: The above renders are of an unfinished hair style. I haven't added the parts, filler layers, or final materials yet. (I just wanted to be able to show you the final result after a bit of practice... ) Disclaimer: You still need to know how to make hair look right before softdynamix will work well with whatever project you're doing on, but for animators and content creators, it should be a godsend.