ominousplay opened this issue on Sep 08, 2007 ยท 55 posts
jfbeute posted Sun, 16 September 2007 at 4:22 AM
This hair actually consists of two hair sets. One is all over the head, the entire skullcap was selected (set up: 16 segments, 5000 hairs, 400 guidehairs, uniform), the hair brushed to the hair band (tip use the 4 windows capability in the hair modeler [left, right, back and top] to quickly switch views and keep on brushing), then all hair was cut at the hair band. Apply a single iteration drape (the drape only works after brushing and applies collision rules to the brushing, making it appear more natural). I have not applied any simulation to this piece of hair. Using the standard hair shader with just the tip color set to the same value as the root color. Make a test render to make sure this bit looks good, if not add more guidehairs and brush some more.
The tail is a separate piece of hair, with only the faces behind the hairband selected (set up: 32 segements [you might need more for a free flowing look], 5000 hairs, 170 guidehairs [the more the beeter the spread in the simulation but it'll take time], uniform), no brushing, just run the simulation (when you have set up an animation with some movement, otherwise brush until it looks good). Standard hair shader again used but this time with some length variation (20 %).
In short brush if you want a specific look (always run at least 1 iteration of drape to make it look more natural), simulation if you have dramatic movement (it does go wild very quickly, actually too quickly). Use as many segments and guidehairs as you need (both brushing and simulation only work with the guidehairs and hair only bends at the segments). Options in the hair shaders can give very dramatic effects, use them with care.