create barcode using vb.net hairLineFollicles Representations showing from where the hair grows You can in Software

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hairLineFollicles Representations showing from where the hair grows You can
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actually paint these follicles to add/erase on a base surface Open the Attribute Editor and click hairLineFollicleShape This is the follicleShape node, which allows you to edit the hair s appearance per individual follicle Dynamic follicles (or just follicles) are represented in red and passive follicles are represented in blue Dynamic follicles come with fully simulated dynamic curves, so they accurately interact with forces and collisions Passive follicles don t have fully simulated curves, so they instead average neighboring curves to determine their animation Passive follicles are superior in terms of speed, but dynamic follicles are necessary for more realistic motion
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To see the effect of hair dynamics, select hairBase and create a quick animation Try adding a quick translation and rotation and then play it back to see how the hair reacts Figure 25-2 shows the hair template after it has been dynamically simulated
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FIGURE 25-2 Maya s hair templates
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Check how the rendering of Paint Effects hair looks by framing a full view of the hair in a perspective view and then rendering it Use Render the Current Frame at the top right of the interface for a quick Maya software render
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Next, let s try making our own hair system from scratch
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Tutorial: Creating Hair from Scratch
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In this tutorial, we will create hair from scratch There are approximately five steps to consider when creating a hair system:
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Draw a hair style that you wish to create using pen and paper It is much easier to achieve your goal if you first create a visual representation of it Sketching also points out possible problems before you tackle the project The more you learn about Maya Hair, the more you ll understand how crucial this process is to achieving better results We need to construct a hair base surface This can be a NURBS or polygon surface that is extracted from the actual head model by copying and deleting the face portions If you are using polygons, make sure their UVs fit within 0 to 1 and that they are not on
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Maya Hair
top of each other You may also make a separate UV set and apply the hair to only that UV set The hair system will follow this surface for dynamics simulation
Apply the hair to the surface by automatically spreading the hair follicles to the entire base surface, or by painting the hair follicles yourself Painting the follicles yourself gives you more control over the process The density and number of follicles can be edited by painting the follicles directly to the base surface later as well For this tutorial, we will use the automatic method and then paint some attributes Adjust the hair by scaling and adding more follicles Create a collision object so that the hair stays away from the face When you create hair, it comes with start and rest curves, which are both NURBS curves A start curve represents where the hair begins, and a rest curve determines how the hair appears when there is no dynamic motion to the hair It s like the goal or target for the hair By editing these curves to desirable shapes, you can comb the hair Next, tweak the hairShape node to change attributes such as the amount of clump hair, clump width, hair color, etc for the final adjustment Render the Paint Effects hair using the Maya software renderer
Create a hairBase Surface
First you need to create a base surface for the head For this tutorial, we have a polygon head already modeled Copy this head model and erase the poly faces where the hair isn t needed
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Open a scene called mcr8_ch25_hair_01ma in the 25 folder on the DVD It comes with a character s head, eyeballs, and skeleton (in template mode) for the animation of the head Select the head surface and duplicate it Make sure that none of the options are turned on in the Duplicate option except for the Geometry Type, which should be set to Copy, and the Group, which should be set to Parent Name the newly duplicated surface hairBase Create a new layer in the Layer Editor and name it hairBase_layer Add only hairBase to the layer In the Layer Editor, make buukla_head_layer invisible by clicking V in the display option Select hairBase and go to the face selection mode Delete the faces where the hair won t be growing Mainly, the front face, jaw, neck, and ears have to be deleted Think of it as a wig Make sure to leave an area around the sideburns A very important step before applying hair to the hairBase surface is creating a UV that fits within 0 to 1 Select the hairBase surface and choose Window | UV Texture Editor
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