Generate Hair Curves
Generates new hair curves on a surface mesh. The curves are generated from scratch at point locations; if creating curves that depend on existing curves is desired, the Interpolate Hair Curves is a better choice.
Ghi chú
This node/modifier will not function without the Surface geometry/object and Surface UV Map inputs.
Đầu Vào (Inputs)
- Bề Mặt (Surface)
Surface geometry for generation. This input takes priority over the corresponding object input if both are provided.
- Bề Mặt (Surface)
Surface object for generation (The transforms of this object must match the modifier object).
- Ánh Xạ UV của Bề Mặt (Surface UV Map)
Surface UV map stored on the mesh used for finding curve attachment locations.
- Surface Rest Position
Set the surface mesh into its rest position before attachment.
Mẹo
In a typical hair generation setup, this node or modifier will be combined with the Nút Biến Dạng Đường Cong trên Bề Mặt (Deform Curves on Surface Node). If that operation comes after this one, it makes sense to turn this option on so the position used is the pre-deformed position consistent with the expectations for the deformation's input.
- Chiều Dài của Tóc (Hair Length)
Length of the generated hair curves.
- Hair Material
Material of the generated hair curves.
- Điểm Điều Khiển (Control Points)
Amount of control points of the generated hair curves.
- Poisson Disk Distribution
Use poisson disk distribution method to keep a minimum distance. See the Phân bố các điểm trên các Mặt (Distribute Points on Faces) for more information.
- Tỷ Trọng/Mật Độ (Density)
Surface density of generated hair curves.
- Density Mask
Factor applied on the density for curve distribution.
- Mask Texture
Discard points based on an mask texture after distribution. The image is sampled with the Surface UV Map input.
Mẹo
The accuracy of sampling the image doesn't depend on the density of the surface mesh's vertices because it is sampled after the curve root points are generated, the accuracy . However, using the Density Mask input instead can give better performance. Using them in combination can give the benefits of both methods.
- Viewport Amount
Factor applied on the density for the viewport.
- Seed (Mầm)
Random seed for the operation.
Tính Chất (Properties)
Nút này không có tính chất nào cả.
Đầu Ra (Outputs)
Geometry
Curves
- Surface Normal
Normal direction of the surface mesh at the attachment point.