Working with Hair Presets
Hair
Instance Objects
Working with Instance Objects
Organic growths such as feathers, leaves, flowers,
and scales have properties similar to hair, and present similar
challenges for modeling. The Hair And Fur modifier lets you model
these objects by growing instances of an object.
When you work with instances, please keep the
following points in mind:
- You’re
creating geometry, even if it is only at render time, so memory
is a limitation on hair count. For this reason, use an object with
a low polygon count, and a comparatively low Hair Count.
- The
material applied to your growth is inherited from the growth object, not
the instance itself; only UVs come from the instance.
- The
root of the instance, where the 3ds Max pivot is, will be at
the root of where the hair would otherwise be.
- The
shape or grown instances, including their size, bend, and so on,
result directly from the hair settings, including styling.
- Despite
the expression “instance,” objects created with Hair's Instance Node
tool are not true 3ds Max instances of the original object: they
do not automatically reflect subsequent changes to the original.
To updated instanced hairs, you must click the button in the Instance
Node group after you edit the source object.
In this
tutorial, you will learn how to:
- Select
an instanced object to use as a replacement to hair or fur.
Skill level:
Beginner
Time to
complete: 10 minutes
Files for This Tutorial
All the
files necessary for this tutorial are provided on the program disc
in the \tutorials\hair directory. Before
starting the tutorials, copy the \tutorials folder from
the disc to your local program installation.