生成毛发曲线#

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 插值毛发曲线 is a better choice.

Note

This node/modifier will not function without the Surface geometry/object and Surface UV Map inputs.

输入#

曲面

Surface geometry for generation. This input takes priority over the corresponding object input if both are provided.

曲面

Surface object for generation (The transforms of this object must match the modifier object).

表面UV映射

存储于网格上的表面UV映射,用于搜寻曲线的附着位置。

表面静置位置

附着前设置表面网格到其静置位置。

Tip

In a typical hair generation setup, this node or modifier will be combined with the 在表面上变形曲线. 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.

毛发长度

生成的毛发曲线的长度。

毛发材质

生成毛发曲线的材质。

控制点

生成的毛发曲线的控制点数量。

泊松盘分布

使用泊松圆盘分布方法保持最小距离。更多信息可参阅 分布点于面上

密度

生成的毛发曲线的表面密度。

密度遮罩

应用于曲线分布密度的系数。

遮罩纹理

Discard points based on an mask texture after distribution. The image is sampled with the Surface UV Map input.

Tip

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.

视图数量

应用于视口密度的系数。

随机种

操作的随机种子。

属性#

该节点没有属性。

输出#

几何数据

曲线

表面法线

附着点位置的表面网格法线方向。