************ Introduction ************ Hair type particle system can be used for strand-like objects, such as hair, fur, grass, quills, etc. .. figure:: /images/physics_particles_hair_introduction_example.jpg Particle hair systems example. Used for the grass and fur. Growing ======= The first step is to create the hair, specifying the amount of hair strands and their lengths. The complete path of the particles is calculated in advance. So everything a particle does a hair may do also. A hair is as long as the particle path would be for a particle with a lifetime of 100 frames. Instead of rendering every frame of the particle animation point by point there are calculated control points with an interpolation, the segments. Styling ======= The next step is to style the hair. You can change the look of base hairs by changing the :doc:`Physics Settings `. A more advanced way of changing the hair appearance is to use :doc:`Children `. This adds child hairs to the original ones, and has settings for giving them different types of shapes. You can also interactively style hairs in :doc:`Particle Edit Mode `. In this mode, the particle settings become disabled, and you can comb, trim, lengthen, etc. the hair curves. Animating ========= Hair can be made dynamic using the cloth solver. This is covered in the :ref:`Hair Dynamics ` page. Rendering ========= With Cycles you can render hair with specialized hair BSDFs :doc:`/render/shader_nodes/shader/hair` or :doc:`/render/shader_nodes/shader/hair_principled`. Hair can also be used as a basis for the :doc:`Particle Instance Modifier `, which allows you to have a mesh be deformed along the curves, which is useful for thicker strands, or things like grass, or feathers, which may have a more specific look.