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Hair and fur are vital details for realistic 3D models, and their texture can vary wildly—whether soft, prickly, tousled, matted, frizzy, spiky, or straight. This course, with animator Aaron F. Ross, shows you how to create, render, and customize all different types of fur in Maya. Fur starts in Maya with the Fur node, where you attach a fur description and define essential properties. Then you'll learn to map fur to your models with texture and style it with the Paint Fur Attributes tool. Plus, discover how to control shading and shadowing, render out your model in Maya or mental ray, and animate dynamic hair with the nHair system. In the end, you'll have textures you can use to create luxuriant heads of hair, fur of many stripes, and even other materials like grass.
The next step is to actually connect the fur to the hair system and this is done through an intermediate node call the Fur Attracter Node. To make it happen we want to select the Hair system and then go into the Rendering menu set and choose in the Fur menu. Attach Hair System to Fur, and then choose the name of the Fur Description node. So, once again, you have to select the hair system first, and then issue this command. And, if we press Play in our timeline, we still won't see anything happen because there's no forces working in the world yet.
But we'll get to that in just a moment. We'll add a turbulence field. But first let's look at this Fur Curve Attractors node. That's that intermediate node that's connecting the fur to the hair. Right up at the top you'll see an attribute labeled Curves per Fur. Now what does that mean? It's the number of hair follicles or curves that are allowed to affect a single fur hair. And it's kind of like, how many joints are allowed to affect a skin. So if you use smooth skin binding you can have more than one joint affect a certain vertex on a mesh.
So it's a similar concept here. For a smoother animation I want to set this Curves Prefer Value to two, so that any individual hair is able to be affected by two of these n Hair curves. Scroll down a little bit and we'll find the radius. That's the sphere of influence for each follicle, how far away is it going to affect the fur, and we want that to be of value of about 30. And then we've got the start and end length and this determines the influence of the end hair along the length of the fur hair.
And basically you want this to be the same as the length of the follicle and the same as the length of the fur itself, which is 30 units. Okay, so those are the attributes that we need to set in the Fur Curve Attractor node.
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