Introduction – Вступ

Система частинок типу «Волосся» – Hair може використовуватися для пасмо-подібних об’єктів, як волосся, хутро, трава, пера тощо.


Particle hair systems example. Used for the grass and fur.

Виростання – Growing

Перший крок – створити волосся, визначивши кількість волосяних пасм та їх довжину.

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.

Укладка – Styling

The next step is to style the hair. You can change the look of base hairs by changing the Physics Settings.

A more advanced way of changing the hair appearance is to use 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 Particle Edit Mode. In this mode, the particle settings become disabled, and you can comb, trim, lengthen, etc. the hair curves.

Анімування – Animating

Hair can be made dynamic using the cloth solver. This is covered in the Hair Dynamics page.

Rendering – Рендеринг

За допомогою Cycles ви можете рендерити волосся зі спеціалізованими BSDF Волосся BSDF – Hair BSDF або Принципове Волосся BSDF – Principled Hair BSDF.

Hair can also be used as a basis for the 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.