Hair particles can have dynamic properties using physics. To enable hair physics, click the checkbox beside Hair Dynamics.
- Quality Steps
- Quality of the simulation in steps per frame. (higher is better quality but slower).
- Goal Strength
- Spring stiffness of the vertex target position.
If you use motion blur in your animation, you will need to bake one extra frame past the last frame which you will be rendering.
- Value for the mass of the hair.
Controls the bending stiffness of the hair strands.
- Random stiffness of hair.
- Damping of bending motion.
Some phenomena of real-world hair can be simulated more efficiently using a volumetric model instead of the basic geometric strand model. This means constructing a regular grid such as those used in fluid simulations and interpolating hair properties between the grid cells.
- Air Drag
- Controls how thick the air is around the hair causing the hair to flow slower.
- Internal Friction
- Amount of friction between individual hairs.
- Density Target
Maximum density if the hair.
- The influence that the Density Target has on the simulation.
- Voxel Grid Cell Size
- Size of the voxel grid cells for interaction effects.