Hair Tools in Autodesk Maya

We continue the series of posts on the study of the instruments Hair. Today, let's look at a few key tools in working with Hair in Autodesk Maya.

Paint Hair Tool

With the help of the tool the Paint the Hair can create hair, add and remove follicles as well as paint follicle attributes, including the Hair the Scale (Scale of hair), Stiffness (stiffness) and Braid a (Kosa).

Render Hair

Hair created with Paint Effects can be rendered using the Maya Software renderer. You can also convert Paint Effects to a polygon object and use a different renderer, such as Mental Ray. When using dynamic NURBS curves, you can use, for example, RenderMan.

Output objects Hair

As the output objects Hair use Paint Effects, if you want:

Using the Maya Software renderer

Convert Paint Effects to a polygon model and use a different renderer

As the output objects Hair use NURBS curves, if you want:

Use a renderer that supports direct rendering of curves.

Select several Current Position curves and apply a loft surface along them while preserving the creation history.

Extrude a circle along the curve to create a tube.

Use curves as a path or control curves for the standard Paint Effects brush, such as feathers or vines. In this case, the brushes behave differently than the built-in Paint Effects, because the curves are not hair, but serve to control the parameters of Paint Effects. This scenario leads to additional time costs when upgrading and requires effort during configuration. Alternatively, you can simply assign the Paint Effects brush to the entire hair system (but in this case NURBS curves are not needed for you).

As the output objects of Hair, use both NURBS curves and Paint Effects if you want:

Use curves for auxiliary purposes (for example, as a source of particles, to simulate splashes flying from wet hair) and render with Paint Effects or by converting them to polygons.

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