For hair to seem natural in an animation, it must respond to the motion of the body it's attached to and to external influences such as wind and gravity. Hair's Dynamics functions let the hair behave like real-world hair, in interactive (Live) or Precomputed mode.
Hair dynamics uses guide hairs to calculate collision. To reduce computation, you have to explicitly designate the objects with which hair will collide. The object from which the hair grows is a special case: to have hair collide with this object (for example, a human head), simply turn on Use Growth Object.
If you want more than one Hair modifier to interact with a particular collision object, you have to add that object as a collision object for each different Hair And Fur modifier.
The modifier provides two different methods for calculating collision: Sphere and Polygon. Spherical collision uses a bounding sphere for collision objects; polygonal collision uses the collision object's actual geometry. The Polygon option is more accurate, but the Sphere option is quicker to calculate.
Example: To view hair dynamics in real time:
The hair moves realistically.
The hair resumes its default position, growing straight out of the object.
This time, the hair isn't affected by gravity, but simply blown by the wind. Again, the effect is cumulative and the animation doesn't repeat.
All of this animation takes place only in real time; no keyframes are set, so it can't be rendered. To learn how to set up a renderable dynamics simulation with Hair, see the following procedure.
To generate a precomputed dynamics simulation with Hair:
The path and stat file name appear in the text field next to the ellipsis button.
Hair runs the dynamics simulation and generates a stat file for each frame in the animation. It also automatically sets the mode to Precomputed, so when you play or render the animation, it reads the stat files and uses the information for the hair positioning in each frame.
The dynamics simulation stored in the stat files appears in the viewports.
The dynamics animation no longer appears. However, it's still stored in the stat files, and will reappear if you choose Precomputed.
Chooses the method Hair uses to generate dynamics. Live mode is suitable for experimentation, but for best results when rendering animation with Hair, use Precomputed mode.
For some methods of using live dynamics, see this procedure: Example: To view hair dynamics in real time.
If you press Esc while using live dynamics, 3ds Max displays a dialog that asks whether you want to stop live dynamics. Both Freeze and Stop reset the mode to None, but Freeze freezes the hair in its current position. You can use this as a starting point for precomputed dynamics, or as a point from which you style the hair.
Stat files let you record and play back a Hair-generated dynamics simulation. For a workflow example, see this procedure: To generate a precomputed dynamics simulation with Hair.
Displays the path and file name for the stat files.
Click to choose a name prefix and location for stat files using the Save As dialog.
Hair adds a four-digit frame number (with leading zeroes) and the file name extension “.stat” to the name you provide (for example, hair_test0001.stat).
Deletes stat files from the target directory. The files must have the name prefix you assigned using the ... button.
Now, when you play or render the animation, Hair uses the stat files as originally generated.
Determines the extent of the simulation, and lets you run it. These controls become available only after you choose Precomputed mode and specify stat files in the Stat Files group. Set Start and End to the frames at which to begin and end the simulation, and then click the Run button. 3ds Max then computes the dynamics and saves the stat files.
The first frame to consider in calculating the simulation.
The final frame to consider in calculating the simulation.
Click to run the simulation and generate the stat files within the frame range indicated by Start and End.
To abort a simulation while it's running, click Cancel on the status bar.
These controls specify the basic parameters for the dynamics simulation. The Stiffness, Root Hold, and Dampen values can be mapped: click the map button to the right of the spinner to assign a map. Grayscale values in the map multiply the parameter's value at that hair location.
You can apply a map to the Stiffness, Root Hold, and Dampen parameters. To assign a map, click the map button to the right of the control, and use the Material/Map Browser to choose a map.
You can also drag and drop a map from a Material Editor sample slot. If the Slate Material Editor is open, you can drag from a map node's output socket, then drop onto this button. You can also drag and drop from a map button in the Material Editor or anywhere else in the 3ds Max interface. When you drop a map onto the map button, a dialog asks if you want the map to be a copy (independent) or an instance of the source map.
Lets you specify a force that moves hair vertically in world space. Negative values pull hair up while positive values pull it down. To cause hair not to be affected by gravity, set the value to 0.0. Default=1.0. Range=–999.0 to 999.0.
Controls the magnitude of the effect of dynamics. If you set Stiffness to 1.0, the dynamics will have no effect. Default=0.4. Range=0.0 to 1.0.
Comparable to stiffness, but affects the hair only at the roots. Default=1.0. Range=0.0 to 1.0.
Dynamic hair carries velocity forward to the next frame. Increasing dampening increases the amount by which these velocities are diminished. Thus, a higher Dampen value means that hair dynamics will be less active (the hair can also start to get “floaty”). Default=0.0. Range=0.0 to 1.0.
Use these settings to determine which objects hair collides with during a dynamic simulation and the method by which collision is calculated.
When on, hair collides with the growth (mesh) object.
Lists the names of scene objects with which hair should collide.
To add an object to the list, click Add and then click the object in a viewport.
To replace an object, highlight its name in the list, click Replace, then click a different object in a viewport.
To remove an object, highlight its name in the list, then click Delete.
This group lets you specify space warps that will affect the hair during the dynamics simulation. For example, you can add a Wind space warp to cause the hair to be blown by a breeze.
Lists the names of forces that dynamically affect the hair.
To add a space warp to the list, click Add and then click the warp's icon in a viewport.
To replace a space warp, highlight its name in the list, click Replace, then click a different warp's icon in a viewport.
To remove a space warp, highlight its name in the list, then click Delete.