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Hair and fur is one of the holy grails of computer graphics and Blender recently got a huge upgrade and a particle system that will enable the rendering of millions of hairs. If you download the Big Buck Bunny posters, you can zoom in on the rabbit and you can see down to individual hairs. So I'll like to do a tutorial on how to set up a hair and comb hair and trim hair. So we have the squirrel and you can see here over on the Modifiers panels that in addition to these other modifiers, he has three particle systems assigned to this one mesh.
That means that there is three particles that are going to be emitted, and they're named fur, tail and whiskers. So let's look at these in detail. Coming over here to the Particle Systems, instead of an Emitter, we just choose Hair. Then when we do that, then all of these are pre-filled in with a lot of presets. So let's go through each of the panels. They're much the same as the Emitter system, because you're emitting hair instead of emitting particles. First of all is the basic number of particles and how flexible each of the hairs are.
Whether the hair is emitted in even fashion or random? When the hair is blown around and as it grows, what kind of forces does it subject to? Here is Normal it's 0.2 and that's what you use to control the length of the hair. If you use a larger Normal, than the hair is going to be longer. So you're going to have a long strawberry blonde hair or you can have low short fur. Hair can be subject to global effects, just to grow out and down in the position. Under Visualization, we have how we want to see it in 3D View.
What we want drawn, in this case, hair is normally drawn as a Path, so that we can see it. I'm going to go ahead and enable up here in 3D View. So you can actually see the hair, in this case on his tail. If you have a lower graphics card, you want to turn that off. Hair has a special Strand renderer that we use for rendering strands and the key to a really good hair is the material as well. I would like to cover that after a little bit. The only extra slide is the same as Emitters.
We can have the hair fall off. It's something else. Finally, we can have children and so each hair can sprout other hair, and in this case we have 50 hairs for everyone of the original 3,000. So as I promise, the materials are very important. So when you click on the Materials, now we can see that for this fur, those stands come up and they start from a solid color, and then they fade out as they reach to the tip. That's very important for realistic fur.
The way you can check that out and see how that happens is through the Textures. I'm going to try to tear off this panel down here. The first Texture sets up a basic stencil that controls the rest of the textures. The next one is the strand, which sets up the Alpha value and if you look at that, that's a blend texture that goes from a solid black down to transparent. So that controls how the fur fades off as it gets longer and longer. That's probably the most important texture.
I think to get in place. Here is the colors that we want to use for the fur. So you can paint different colored fur over the course of his body by using a UV texture here. Next up is the tip mask, and that's used to mask off the tip of the hair particle. Then here is the fur color, for the color at the top of the fur, and that has mapped the color as well. The rest controls the specularity and the roughness of the hair appearance.
So you can have very frizzy hair, you can have soft hair, and you can have hair that's speckled, hair that varies in color along its length. Very often hair isn't the same color, and it starts off with the roots at one color and then ends up being a different color at the tip. So that's the way you can control, not only the color of the hair as it goes over the body. But also the color of the hair as it goes along its length. So that's essentially hair in Blender.
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