First Steps

第一步

How can I let the hair on the head grow?

我怎样才能让毛发生长?

The following mini tutorial only serves to quickly demonstrate how Hair works. Hair is very versatile and offers numerous possibilities for achieving the look you want.

下面的迷你教程只是为了快速演示如何毛发工作。毛发是非常多才多艺,并提供了许多可能性,以实现你想要的外观。

  1. Load a head into your scene (Object Manager: File / Load Object Preset / Humans / Meg). If you want, you can delete everything except her head. 加载一个头到你的场景(对象管理器: 文件/加载对象预设/人类/梅格)。如果你愿意,你可以删除除了她的头以外的所有东西

  2. Switch to the Use Polygon Tool and select the polygons on which the hair should grow. Click on 切换到使用多边形工具,选择毛发应该生长的多边形。点击Add Hair 添加毛发 in the Simulate 模拟 menu (part of the main Cinema 4D menu). 菜单(Cinema 4D 主菜单的一部分)


    That’s it. You’ve already created hair that can be rendered! Now you can style the hair according to your personal taste. Follow the next steps to add a little style to the hair: 就是这样。你已经创建了可渲染的毛发!现在你可以根据你的个人品味来设计发型了。按照下面的步骤为毛发添加一点发型:


  3. Shorten the guides a little ( 缩短向导一点(Length 长度 setting in the Hair object’s 在毛发对象的设置Guides 指南 tab) and play the animation (make sure no Hair tool is activate). The integrated dynamics will automatically apply a gravitational force to the hair. The hair will fall. 选项卡)并播放动画(确保没有毛发工具被激活)。集成的动力学系统会自动将一个引力应用到毛发上。毛发会脱落



    Select 选择Set as Dynamics 设置为 Dynamics in the main Hair menu to fix the guides at any given state. 在主要的毛发菜单修复指南在任何给定的状态

How you continue to style the hair is entirely up to you.

如何继续发型完全取决于你自己。

Below are some examples of how guides were manipulated, and the resulting hairstyles.

下面是一些如何操作指南的例子,以及由此产生的发型。

Copyright by Janine Pauke 版权所有: Janine Pauke The length of the rendered hair is reduced additionally by the Frizz material channel. The Clump channel was also applied. 通过体积曲材质通道进一步缩短渲染毛发的长度

Grass, Fur and More

草,毛皮和更多

Another common use for Hair is to cover a vast surface with hair, without the use of guides (guides are present internally but cannot be edited). The look of hair applied in this fashion is primarily determined by the Hair material settings. Follow these steps if you want to create a grass-covered surface:

毛发的另一个常见用途是用毛发覆盖一个巨大的表面,而不需要使用指南(指南存在于内部,但不能编辑)。毛发的外观应用在这种时尚主要是由毛发材质的设置。如果你想创建一个被草覆盖的表面,按照以下步骤操作:

  1. Create a Hair material ( 创建一个毛发材质(Material Manager 材质管理器: Create / Hair Material 创建/毛发材质) and add a few grass-like settings: Color = green, ) ,并添加一些草一样的设置: 颜色 = 绿色,Bend 弯曲 in random directions, and a bit of 在随机的方向,一点点Frizz 女名女子名.

  2. Drag the Hair material directly onto the surface on which it should grow. That’s it. The result should look similar to the image below: 将毛发材质直接拖到它应该生长的表面上。就是这样。结果看起来应该和下面的图片类似:



    A (Hair) A (毛发)Render tag 渲染标签 can also be applied to the hair-covered object, which will broaden the influence you can have on the hair. Hair count, length and the dispersion of hair (using the Polygon Selection Tag) can be edited. 也可以应用于毛发覆盖物,这将扩大影响,你可以对毛发。毛发数量,长度和毛发的分散度(使用多边形选择标签)可以编辑

  3. With a little extra tweaking of the various HAIR material channels a quite exquisite grass lawn can be created. The key to doing so: The grass should not be too homogeneous. Use various Noise Shaders in the material channels, which will ultimately overlap each other. Each Noise Shader’s effect, however, should be subtle. If done correctly, a lawn such as the one pictured below can be created: 通过对不同的毛发材质通道进行一些额外的调整,可以创造出一个相当精致的草坪。这样做的关键是: 草坪不应该太均匀。在材质通道中使用不同的噪声着色器,这将最终彼此重叠。每个噪音着色器的效果,然而,应该是微妙的。如果操作正确,可以创建如下图所示的草坪:

    Various overlapping Noise Shaders in the HAIR material channels make for a inhomogeneous grass surface. 在毛发材质通道中的各种重叠的噪声着色器使得草的表面不均匀 The yellow grass was created using a second HAIR material tag (see 黄色的草是用第二个 HAIR 材质标签创建的(见here 这里 for more information on blending HAIR materials) and "seeding" it amongst the green grass. This can be seen well in the areas in which the green grass is thinner. 了解更多关于混合毛料的信息) ,并在绿草中“播种”。这在绿草较稀疏的地区可以看得很清楚

Guides, Hair Materials and Hair

指南,毛发材质和毛发

The guides may give the impression that they define where hair will grow, but that’s not the case. Guides can be present at locations where no hair grows, and hair can grow where no guides are present. Guide density also has nothing to do with hair density. The best results can be achieved by distributing guides evenly. Too many guides in close proximity to one another will result in far too many hairs being interpolated between them at that location (which can, of course, also be done intentionally).

导游给人的印象可能是他们定义了毛发生长的地方,但事实并非如此。导游可以出现在没有毛发生长的地方,毛发可以在没有导游的地方生长。导向密度也与毛发密度无关。均匀分布导轨可以取得最佳效果。太多的向导彼此靠得太近,会导致在这个位置上有太多的毛发插在它们之间(当然,也可以故意这样做)。

Naturally, it would, in most cases, be better to place guides where hair actually grows.

当然,在大多数情况下,在毛发真正生长的地方放置指南会更好。

Hair is interpolated between guides:

毛发在导游线之间插入:

Hair grown only on selected polygons has been interpolated between the guides. 毛发只生长在选定的多边形已插入指南之间

Guides roughly define the hair’s style and length (i.e. hairstyle). How each individual hair will be rendered is defined by the Hair material.

指南大致定义了发型和长度(即发型)。每根毛发的渲染方式取决于毛发材质。

The hair shown in the previous image is now also affected by the Hair material. 上图所示的毛发现在也受到毛发材质的影响

So, where within Cinema 4D can I find Hair?

那么,在C4D院里我能在哪里找到《毛发》呢?

Here is a brief description of Hair components and what they’re used for:

这里有一个关于毛发成分的简要描述,以及它们的用途: