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:

Modifications made for Cinema 4D R16

4D R16C4D的改装

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。

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