Hair
毛发
Welcome to HAIR!
欢迎来到《毛发》杂志HAIR is guaranteed to satisfy all your needs regarding the creation of hair, feathers, fur, grass, twigs or
anything else that requires the even arrangement of thin, fine items onto a surface.
毛发是保证满足您的所有需要,关于创造毛发,羽毛,毛皮,草,树枝或任何其他需要均匀安排薄,精细的项目表面上。
HAIR and Multi-processors
毛发和多处理器
When rendering, HAIR makes use of all available processor cores. But note that, for technical reasons, only a
single core is used for the preparation phase (Status Bar: Preparing Hair …). So,
if you want to squeeze every bit of processing power it can be a good idea to spread the hair over multiple HAIR Objects.
在渲染时,HAIR 使用所有可用的处理器核心。但是请注意,由于技术原因,在准备阶段只使用一个核心(状态栏: 准备毛发...)。所以,如果你想挤压每一个位的处理能力,它可以是一个好主意,把毛发分散在多个毛发对象。
Except where otherwise stated, all head models within the HAIR documentation are © Bunk Timmer.
除非另有说明,所有在 HAIR 文档中的头部模型都是 Bunk Timmer。
Hair and the Physical Renderer
毛发和物理渲染器
Even though Hair can be used in conjunction with the Physical Renderer it does, however, bear several
disadvantages:
尽管毛发可以和物理渲染器一起使用,但是它也有几个缺点:
- Rendering hair takes much longer (because hairs are calculated internally as polygons) 渲染毛发需要更长的时间(因为毛发在内部被计算为多边形)
- Hair looks
slightly different 毛发看起来有些不同
- Hair Multi-Passes are not supported 不支持毛发多重通行证
Modifications made for Cinema 4D R16
4D R16C4D的改装
- The previously separate Hair and Sketch and Toon renderers have been combined into one - the BiRender.
This results in dramatically faster rendering and the ability to render Hair and Sketch and Toon effects
together in a single Proeject: 之前分离的毛发和素描和图恩渲染器已经合并成一个-BiRender。这样可以显著提高渲染速度,并且可以在一个程序中渲染 Hair、 Sketch 和 Toon 效果:
Hair and Sketch and Toon effects in a single
Project. 毛发和素描和图恩效果在一个单一的项目Several superfluous settings will no longer be needed. Otherwise, everything stays the same with regard to
usage. Render results may, however, differ very slightly from previous results.
几个多余的设置将不再需要。否则,所有关于使用的东西都是一样的。然而,渲染结果可能与以前的结果稍有不同。
- There are no more separate antialiasing settings. A very high antialiasing quality is used by default. For
reflected hair or hair lying behind transparent surfaces - that will no always render correctly - the general
antialiasing (Standard renderer) and sampling (Physical Renderer) settings in the Render Settings menu will
apply. 有没有更多的单独的抗锯齿设置。默认情况下使用非常高的抗锯齿质量。对于位于透明表面后面的被反射的毛发或毛发——不会总是正确地渲染——渲染设置菜单中的一般反走样(标准渲染器)和取样(物理渲染器)设置将应用
- Multi-passes must no longer be enabled in the Hair render settings (perviously the 在毛发渲染设置中不能再启用多重传递Render Post 渲染后 option). Now the general Multi-Pass settings in the main Render Settings
menu can be used. 选择)。现在可以使用渲染设置菜单中的一般多重通过设置
- Fill Hair has been eliminated due to its numerous limitations (old Projects will be
assigned a correspondingly greater amount of hair but the overall look can differ). 填充毛发已经被淘汰,由于其众多的限制(旧项目将分配相应的更大数量的毛发,但整体外观可以不同)
First Steps
第一步
Hair: Hair Preferences
毛发: 毛发偏好
Tools, Functions, Modes
工具,功能,模式
Hair material
毛发材质
Hair Object
毛发物体
Additional Objects
附加对象
Render Preferences
渲染偏好
Hair Nodes
毛发节点
Hair Limitations
毛发限制