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1 Tutorials LightWave 3D Saslite Long Hair Guide Modeling em Qui Jan 27, 2011 8:43 pm


by Mike Green, Team17

RIGHT THEN! Listen up you 'orrible lot! We're
going to get you a decent haircut. None of
this 'ard nut all-over shaves you GI's and
artists like 'coz they're easy to do, but
one of yer complex thick mane of hair types
that is a nightmare to build an rendar! Git
yourself dahn the barber shop Toot suite,
and we'll get you growin' hair like those
jessies from the sixties in no time at all!

1.Take yer
head object, and select the areas on it that
you want the hair to be.

2.Copy and
paste those polys into a new layer. Use Smooth
Scale to decrease the size by 3mm or so. Take
care that the new skull cap fits inside your
head. You want the hair to grow through your
head, not outside it )

3. Depending
on the resolution of your mesh, set Options>Patchdivisons
to 4 or 5, or maybe more. Then freeze it (ctrl-d,
assuming that your head is a nurbs object!)

4.Kill the
polys(k) and you are left with the points, which
you then convert to polys (Create>Elements>points
to polys). These will be the roots of your hair.
We're going to give this hair cut a parting,
so select the left half the polys, roughly down
the middle, and give them the surface Left_root.
Select the rest using the Statistics window (w)
and surface them 'Right_root'. Copy this lot
to an empty layer as a backup, just in case )

5. Do a merge
(m) to remove points that are really close together.
Hide the right half of your root polys, (select
them using the stats window, and press '-'),
then go into a new layer, and make the root layer
a background layer.

6. Now we start
to make the extrude splines along which we're
going to grow the hair guides, using the very
useful Multi-rail extrude function. First using
Create>Elements>Spline draw, draw out a
spline from the back/base of your root polys.
We're going to make 24 of these, working from
bottom, around the side and up till we reach
the top.

7. Copy and
paste this guide spline to make a couple more,
and array these around the bottom of your root
object. Ensure that the splines start at the
closest point to the root object. Flip them (f)
if they are the wrong way around.

8. Add more
splines, forming a basis for your hair style.
Again, the first point of the splines should
be close to the the root shell points. When you
get to the top, remember that at the parting,
the hair tends to stick up from the scalp a bit,
unless your hair is reallllly greased )

9. Bring your
root object to the fore again, and place your
guide splines in the background. We're going
to use the lesser used tool, Multiply>extend>Rail
extrude (multiple). First though, copy (c) your
left Root polys into LW's buffer, we'll need
these in a sec.

10. Use the
settings below. An interesting effect of saslite
is the more segments you have towards the tip
of the hair guide, the less it fades towards
the end. Try to use as few segments as possible
as this affects the hair's thickness too. Look
at this figure, which shows the way hair guide
segments affects thickness.

(to 'push' more line segments
to the end of the spline extrusion, add another
point near the end of your splines. If you have
a lot of splines you want to do this to, download
path editor from Dstorm http//
as this allows you to insert points in a whole
load of splines at the same time!)

11. We only
make 24 hair growth splines, because rail extrude
can only use up to 24. 24 should be sufficient
to cover half of the head though, if you keep
them evenly spaced.

12. Once you've
rail extruded, select all 2 point polygons using
the statistics window, and give them a new surface,
'hair'. Paste (p) the root polygons you copied
earlier, deselect the 2 point polys, then merge
(m) the root polys with the hair polys, leaving
'Keep 1 point polys' on.

This makes the final hair guides,
a 2 point poly chain, around which the hair will
flow, with a one point poly to indicate to saslite
where the root is for the hairs.

13. Now you
have the basic idea, it's fairly quick and simple
to go back and adjust your hair, should it not
look quite right in the render.

14. Repeat
steps 5 to 12 for the right side this time, till
you end up with a lovely thick set of hair guides.

15. Now we're
going to make the front look a bit better. We're
going to make The front groups of guides a different
surface. This means we can use a finer setting
of hair for them, to blend in the fringe a little.
Using a finer setting over the whole head would
slow down the render, and shouldn't really be

Grab a bunch of the hair segments,
and press ']' to select all the connected polys.
Using the stats window again, deselect the 1
point polys so you don't rename them! Give the
remaining selected 2 point polys a different
surface, 'Hair_thinner'.

16. Using the
Layer window (Modeler>window>Layer browser)
hide from layout any utility layers, like the
spline layers. Do this by clicking the dots next
to the layer, under the eye symbol, so that they
disappear. Just leave the Head and hair guide
layers 'visible'.

17. Save your
object and export it to layout.

18. Bring up
the object properties panel, and under the Displacement
Plugins, add the saslite plugin. Open it and
add these settings. I've only really changed
the Density. Again, the denser the hair is, the
longer to render, so find a minimum density for
your head which still makes it look thick.

19. Add a second
instance of saslite (possibly by copying and
pasting the first instance, so you get the same
colour), and lower the coarseness, this determines
the thickness of each strand of hair. Up the
clump size, this spreads the hair strands out
to fill in between the hair guides.

20. Turn on
'unseen by camera' in the render tab of the Object
properties. Note that if you use some shadowmapped
lights, the guides will in fact cast shadows
on any objects, so with a thick bundle as you've
now created, you should get a decent shadow,
even though saslite 'doesn't do shadows'!

21. Add the
pixel filter for saslite in the Processing tab
of the effects panel (ctrl-F8) Tick 'receive
LW shadows'. You can use 'Self shadowing' as
this does make the hair more realistic, but it
boost the render times a lot. You can also leave
it off, and adjust the hair colour/ diffuse to
compensate instead. it doesn't look quite as
nice, but does speed things up )

22. Finally
press F9 to render. If the shape of your hair
is a bit off, you can go back and delete the
2 point polys, adjust your splines and grow it
again. It doesn't take long at all to adjust.
If your hair is a bit thin in places, copy nearby
root polys/hair guides and move them into the
bald spot.

23. Okay, so
she's not someone you might wanna take home to
mother, but with a but more time and practice,
you can get a bit more of a coiffured look )

Right that's yer lot, you horrible
er, lot. Get yerselfs dahn the parade ground,
and next I'll show you all how to get your flouncy
tresses all bouncy and shampoo commercial like!

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