From the course: Maya: nHair
Unlock the full course today
Join today to access over 22,600 courses taught by industry experts or purchase this course individually.
Controlling collisions
To enhance the realism of an in hair simulation we will want the hair to collide with objects. Since in hair is part of the nucleus frame work that means it can collide with nucleus and cloth as well as in particles and passive collision objects. In this case when we first created the in hair, we opted not to collide with the emitter object, the scalp here, because we wanted to collide with the actual character head. I've got that hidden so I want to go ahead and unhide it from the display layers here, unhide the head layer and I'm going to select the head and go into the n dynamics menu set and choose n mesh create passive collider. That's very simple, there's nothing more to that, I've just now made it so that that object can collide with all other nucleus objects in the same nucleus solver. And if I rewind and play this simulation, we can see that the hair is now bouncing off of the surface of the character's head. We can get in a little bit closer here, we can see that it's…
Practice while you learn with exercise files
Download the files the instructor uses to teach the course. Follow along and learn by watching, listening and practicing.
Contents
-
-
-
-
(Locked)
Setting display quality5m 13s
-
(Locked)
Choosing a simulation method4m 35s
-
(Locked)
Setting dynamic properties5m 34s
-
(Locked)
Controlling stiffness with Bend Resistance2m 8s
-
(Locked)
Controlling collisions4m 17s
-
(Locked)
Adjusting forces such as mass and drag6m 9s
-
(Locked)
Defining Clump and Hair Shape attributes3m 32s
-
(Locked)
Adjusting Clump Twist, Clump Flatness, and Clump Curl3m 8s
-
(Locked)
Changing hair shape with displacements4m 54s
-
(Locked)
Shading the hairSystem7m 19s
-
(Locked)
-
-
-
-