Attributes in this section are related mainly to hair density and curves' size.
Render
Enable or disable rendering of this hair system. Useful for some tweaking or resolving performance issues.
Curve Smoothness
This parameter affects smoothness of the final rendered hair curves. If guide curves have enough control points (see CVS Per Guide attribute above) and thus hair geometry is smooth enough it is not necessary to modify this parameter. If hair geometry is just minimalistic and most of the modifications is to be done here on the hair curves it is good to increase smoothness when needed. Hair smoothness is in fact number of control points per hair curve segment, where segment is part of curve between two guide control points (see CVS Per Guide attribute above). This means that the final rendered curve has (approximately) guideCVS * smoothness control points.
Density
Number of hair curves (or clumps) per unit area on mesh surface. Density does not depend on size of mesh or its complexity, this is very important as it is possible to create a hair node preset and use it on several meshes without the need to adjust density for each mesh if its size or complexity differs. But if mesh is scaled after creating hair on it the density remains the same. Please note that this parameter has major impact on performance. If the performance is very low but density is not high enough try to decrease CVS Per Guide and/or Hair Smoothness. There are two objects with different size but same density in the picture below.
Density Map
Density multiplier as a texture mapped to the mesh's surface using its primary UV set. Color intensity is used as multiplier (zero for black and one for white).
Curves Per Clump
Clumps are groups of hair curves with similar properties. There are no clumps by default when you create hair system, if you increase Hairs Per Clump all hair curves are replaced with groups of hair curves - clumps. Note that clumps can increase total number of hair curves dramatically so it is sometimes good to decrease overall density. Clumps have its own parameters described in Hair Clumps section below.
Shape
Scale
Scale rendered hair curves only (not hair guides).
Length
Change length of hair curves only (not hair guides).
Billboard
If checked (default), generated hair geometry always faces the camera. This is useful for long, thin hair. When turned off, hair geometry orientation is randomly generated and fixed. This is useful for rendering leaves or other bigger pieces of hair.
Billboard in Raytracing
If checked (default), generated hair geometry always faces the camera in ray tracing.
Min Billboard Width
Minimum width of billboard hairs in pixels. Useful for disappearing hair in distance. Hairs will not be rendered smaller than this value.
Min B. Width in Shadow
Minimum width of billboard hairs in shadow map pixels.
Orientation
Hair geometry rotation about its normals, 0-360 degrees. Works while billboarding is off.
Orientation randomness
Setting this value to 1 causes complete randomness in hair orientation. Setting of 0 causes all hair planes to be parallel, depending on normals.
Offset Map
Map a texture that will offset hair along their normals (vertically), using mesh's primary UV set. Use texture color balance attributes to adjust the offsets.
Length Map
Length multiplier as a texture mapped to the mesh's surface using its primary UV set. Use texture color balance attributes to adjust the lenghts.
Length Randomness
If non-zero hair curves' length will vary from curve to curve.
Length Random Probability
Has effect only if Length Randomness is non-zero. Values near zero mean there is higher probability that hair curves will be shortened (most curves will be short, only few longer). Values near one mean there is higher probability that hair curves will be prolonged (most curves will be long, only few shorter).
Root Width
Width of hair curves' roots.
Tip Width
Width of hair curves' tips.
Width Randomness
Adds randomness to hair curves' width if non-zero.
Tip Softness
Hair curves' tips are blended slightly to make tips softer. It is recommended to use this parameter only when Jitter Multisampling is enabled (see Render Settings Node section) as it is related to this technique.
Border Softness
Blend hair curves' vertical borders. See previous attribute.
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