Graphics Programs Reference
In-Depth Information
Figure 9-18: The grass particle system in the final Jungle Temple scene
Materials make a difference. Chapter 12 features
some materials geared specifically for particle
hair. If you're tearing your hair out wondering
why your fur doesn't look right, it might not be
the particle system's fault. Make sure you have
a good material on your hair system to help it
look its best.
hair and Fur Tips
Here are some final tips for working with hair par-
ticle systems.
Split up complex tasks. For complex haircuts, split
the hair into different systems that you can
comb and cut separately. Use different settings
to get the effect you need.
In Review
In this chapter, we've looked at ways to create par-
ticle hair and fur systems and discovered other uses
for Blender's hair particles, such as for procedur-
ally scattering objects, as we did for grass. In later
chapters, we'll return to hair and fur, as we discuss
what materials to apply to create nice looking hair
(see Chapter 12), how to light strand particles (see
Chapter 13), and how to get the best results when
rendering hair (see Chapter 14) by rendering it as a
separate render layer.
Keep an eye on particle counts. As an example,
human hair has an approximate density of a
few hundred hairs per square centimeter, but
you don't always need to reach this value. When
rendering your hair, try various numbers of chil-
dren to see what looks best.
Experiment. Hair is tough to get right. Sometimes
the only way is to try a number of different set-
tings to see what works best. Getting a quick
render of your hair will often provide useful
insight.
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