Graphics Reference
In-Depth Information
The material must be associated with the hair particles in the Render panel of the Particles properties area,
by entering 2 in the Material field, as shown in Figure 6-54 .
Figure 6-54 Setting the material index for the hair
Textures will be strand mapped to the hair. Strand mapping is an important method of mapping textures to
hair. As an illustration of the difference between strand mapping and the default generated coordinates map-
ping, I've used the Colorband texture in Figure 6-55 to show clearly how the different mappings affect the way
textures show up on hair strands in Figure 6-56 . The image on the left is strand mapped, so the colorband runs
along the length of each strand. The image in the middle is Orco mapped, so the strands take their color from
their point of origin on the emitter mesh. The image on the right shows how the mesh looks with the colorful
hair material applied to it also. As you can see, the color of the mesh at the base of each strand determines the
color of the emitted hair.
 
 
 
 
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