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DISPLACEMENT PARAMETERS
Before
(or after) you've even touched a hair guide or a
brush tool, you can apply displacement parameters
which can have a great deal of effect on the
hair's look. Using mult/splay/friz/kink we make
the same set of hair go from wet to dry in the
above sample.
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GUIDE FIELDS
Shave
works from a 3 dimensional flow field bounded by
something called 'hair guides' (left). When guides
are emitted from a surface ( nurb or poly), a
whole field of them are created. The number of
guides relate directly to the number of CV's in
the emitting surface. They define the general
shape of the hair.
The actual hair
(right), which can be previewed at lower counts in
the viewer, is an even distribution across the
emission surface, and has nothing to do with how
many guides you have. Initially the hair is grown
as a straight interpolation of the guides, and
then displaced by parameters such as 'kink' and
'frizz'. | |
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SMOOTH DENSITY
Our
density equalizer balances hair population so that
regardless of the density of the underlying
surface or number of guides, you still get a
uniform distribution of hair as a base line. If
you want to fiddle with that balance you can
assign maps and shaders to our density channel.
Unlike other solutions, we do a world-space
barycentric lookup, which is just a fancy way of
saying it doesn't require special UV's and will
work on polygons, nurbs , or any other type of
surface emitter.
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SPLINE MODE
An
other types of guides are ' spline guides'. For
each Maya spline you select, Shave creates a
duplicate guide. Hair is then evenly interpolated
between the guides (above) , interpolation can be
turned off as well.
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THE BRUSH TOOL &
RECOMB Combing
hair is quick and easy. With the brush tool and ‘
recomb ', brushing along complicated contours is
as easy as petting a dog (the above example was
just a few interactive strokes of the
tool).
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STYLING INTERFACE
Creating
so many guides assures good local control on hair
shape, and steady dynamics. But controlling and
combing so many guides comes with it's challenges
too, which is why we've integrated a custom
styling interface right into the Maya
viewport.
Each
little guide is actually a kinematic chain, it can
either be modeled into place, it can be just sha
ken around, or it can be dragged en-masse with a
soft hairbrush tool.
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