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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.
We can layer more than one fur description on a single surface. So, for example, we can put whiskers on the cat's face, and those whiskers can have completely different properties from the main fur. I'll go ahead and hide this fur so we're not distracted by it, set its visibility to zero in the channel box, and then just turn off the mapping in the view port by pressing the 5 key. I'll select the model and then add a new fur definition. Fur, Attach Fur description, New. And we want to actually increase the number of samples on here so we can see it better.
I'll select that fur, go to the attribute editor, Ctrl+A, and in the fur feedback note, I'll set the U and V samples up to 60. Very good. And then, we'll go ahead and paint baldness. So, with that fur still selected, go back to the Fur menu and choose the Paint Fur Attributes Tool, options and we want to paint baldness. Let's set the value down to zero, and then press the Flood key, and now that whole surface has been flooded with a baldness value of zero. Turn the value back up to one, and then paint on the surface to create those whiskers.
Let's go ahead and render that, see what it looks like. So, you can see we're getting some whiskers sticking out there. Notice, by the way, that we see a little bit of a rendering error here. That's coming from our shader, we will fix that later. So, now we can actually play around with some of the attributes of these whiskers. Go ahead and select them. Go to the Attribute Editor, Ctrl+A, and in FurDescription2, we can start adjusting some of these attributes like the length, and also the density. We've only got a density of 1,000 so let's set that up to about 5,000, and play around with some of these attributes, like the Base and Tip Curl.
'Kay, give that a render. Good. So, we can also play around with things like the Opacity. Tip Opacity we'll set way down to, like, .2, and then the tip width we want to turn that down as well to, like,.001, to taper those whiskers. Cool, so that's how easy it is. We can go back, of course, and adjust that Baldness Map, paint that in a little bit better, go back in there. Fur > Paint Fur Attributes Tool > Options.
And painting baldness with a value of zero to remove some of those whiskers. Cool.
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