Shave and a Haircut Summary of Features
# Spline based method of creating hair - "Shave and a Haircut for 3ds max"
incorporates a familiar spline-based method for creating hair, whereby
`guides' are created to control the location and density of generated
hair.
# Embedded dynamics - The `Shave' dynamics engine is embedded in the
`Shave' guides, which allows artists greater flexibility in controlling
hair motion. Once a guide has been animated, the corresponding hairs
react accordingly, removing the need for cumbersome transformations.
`Shave' dynamics are extremely fast, with results displayed in
real-time or near real-time in all but the most complex scenes.
# Combing/styling interface - "Shave and a Haircut for 3ds max" features a
dedicated Open GL-accelerated interface that is extremely fast and with
unprecedented control for styling and cutting hair. The `Shave'
combing/styling interface is best described as a grooming tool, as
opposed to the `mechanical' interface found in other hair solutions on
the market.
# Displacement parameters - enable complex hair effects creation, so that
the artist has the ability to simulate complex hair states that are
typically very difficult to model, such as wetness and frizz.
# Density equalizer - The `Shave' density equalizer balances hair
population so that regardless of the density of the underlying surface
or number of guides, a uniform distribution of hair as a base line
results. Hair density is modified by assigning maps and shaders to the
density channel. Unlike other solutions `Shave' does a world-space
barycentric lookup whereby `Shave' does not require special UV's and
will work on polygons, nurbs, or any other type of surface emitter.
# Fully mappable - The parameters in `Shave' are mappable, allowing the
artist to apply texture maps or procedural maps on nearly every
parameter. This includes mapping to dynamics parameters, for instance,
on parameters such as Stiffness or Dampening.
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