Graphics Programs Reference
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pens because we are in edit mode. Note that Blender has
named the particle system “Particle System.” Tab to object
mode in the 3D window and you should see plenty of hair
(Figure 13.77). In fact, there is hair everywhere. To correct
this look, start in the “Hair Length” box in the “Emission”
tab and decrease the value until the hair strands look rea-
sonable; say, about 0.820. Next, while still in the “Particles”
button, go down to the “Vertexgroups” tab and in the box
next to “Density” click and select “Hair” (Figure 13.78).
We now have hair only on the area we selected. Press num-
ber pad 3 to get a side view—what a scrawny bunch of
hair (Figure 13.79, left)! To fix the scrawny look, go to the
“Children” tab and click on “Simple”—now we have a bushy, mohawk hairdo
(Figure 13.79, right).
We will continue on and add a beard as promised. To make the process inter-
esting but hopefully not difficult to understand, I will vary the procedure just a
little. We previously selected a bunch of vertices, created a vertex group, named
it, then assigned the selected vertices to the group. Let's create a new vertex group
first this time. With the monkey selected in object mode in the 3D window, go
to properties window - “Object Data” button and click on the + sign in the “Ver-
tex Groups” tab to add a new vertex group. Blender again names the new group
“Group.” Rename this to “Beard” as we did before for the hair (Figure 13.80). Now
we need to select the vertices to assign them to the new group. We could use the
procedures as outlined previously, but let's do it a different way.
First tab into edit mode and deselect all the vertices. In the 3D window
header, change to weight paint mode. Our monkey turns blue in the 3D win-
dow, which shows that no vertices are selected. Note that “Beard” is high-
lighted in blue in the “Object Data” button - “Vertex Groups” tab. Click on
“Hair.” If you look closely amongst all that black hair (it may help to rotate
the view), you will see a red scalp; this is showing the area that was previously
selected by individual vertices. Tab to edit mode and click on “Select” in the
“Vertex Groups” tab and you'll see the vertices that were painted. Press the A
key in the 3D window to deselect, and click on “Beard” again in the “Object
Data” button - “Vertex Groups” tab. Tab to weight paint mode and look at
the tools panel at the left-hand side of the screen. In the “Brush” tab, click on
the + sign and drag the “Strength” slider all the way to the right so the value
is 1.000 (Figure 13.81). In the 3D window, drag the circle that appears as the
mouse cursor over the monkey's chin—you will see the color change as you
drag. Keep dragging until the chin is all red, which means that you have se-
lected this area as the new vertex group for the beard (Figure 13.82). Tab to
edit mode, make sure all vertices are deselected, then in the “Vertex Groups”
tab click on “Assign” to assign the painted vertices to the beard vertex group.
Click “Select” to see them.
Go to the “Particles” button and add a new particle system. Note that
Blender names this system “Particle System 2.” Select “Type: Hair,” decrease
Figure 13.80
Rename the group “Beard.”
Figure 13.81
 
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