Cinema 4D R19 Hair System Crash Course

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[Music] Averell in today's video I'm gonna give you a crash course in cinemas hair system this is not going to be a full in-depth exploration of everything it does this is going to be an introduction it's going to be a whole bunch of tips on how to make it look good how to make you render faster and how best to use it yeah let's get going shall we okay so first things first you're gonna want to grow some hair onto a surface now I'm gonna take a sphere and just a bit of advice here don't grow hair on parametric objects unless you're absolutely certain you finish with them this object has a certain number of polygons here's the mesh what you're gonna do is grow hair out of all of these vertices or all these polygons and the danger is if you grow hair into the surface and then for whatever reason change how many polygons it has all hair falls out so just a bit of advice where possible although not strictly necessary but where possible grow hair on an editable surface okay so we've got our surface we're gonna grow hair into this thing nice big hairy ball let's go add the hair so let's go to our simulate menu and we've got a few menus we'll come back into some of these and have a little look later but let's first of all start off with just adding some hair so make sure your object is highlighted because when you choose add hair it will grow onto this particular object okay pardon the bird outside I think I think I've got a cuckoo here are what we call the guides all these spikes each one of these is not your hair each one of these is representing a certain number of hairs so for example this blue line here this is representing a hundred hairs and that goes for the same four of them so don't think oh I need more of these because you don't we'll get into how we use these in a minute but what these are these are your guides so basically sculpt these to the length the direction and the shape that you're after and the hair will broadly follow all these shapes so how do we do this how do we sculpt and brush this hair well let's knit back up to our simulate menu come down to hair tools and we'll rip the menu off because there's a few things we want to have a look in here so hit the strip at the top and here are our hair up petals first thing we're gonna do is brush it now with the brush you get this nice circle you can resize it with the square brackets on your keyboard like a brush in Photoshop for example and you basically just go you just have at it as you click and drag you will pull and brush all of these hairs around so you can use this to sort of style and sculpt and sort of brush it all in the direction you're after okay cache your brush tool you've got the cut tool which is kind of like an electric buzzer you know so trim all the hair off kind of job you just hold down a mouse bun and anything which touches this circle will get trimmed off so these hairs over the top for example when I hold down my mouse button as soon as it goes over it trims and slices them down now just watch out at the minute when I try and cut this cutting tool can only cut the dots at the end so I can sort of buzz it down but what I can't do is I can't come over here and slice through the middle of these hairs if I click and hold and I drag through the middle nothing happens this is because of the mode we're working on let me just grab another menu for a second if I go to simulate and we go to hair mode I'm going to rip this one off as well we are only working on the tips of the hair if you want to be able to control everything go for the guide so let me just show you show you this with a brush tool and one we were using a second ago when I brush this hair all I'm actually doing is grabbing the end of the hair the tips and dragging these things around what I can't do I'll get a smaller brush I can't actually brush any of this all I can do is grab the ends I can't get the middle so if you go for guide mode this will first of all not only allow you to brush the entire guide wherever you are so I can smoothly brush these things from any point but this should also work with our cut tool so if I go for cut I can now trim zip through the middle generally I would actually suggest you probably after guide mode more than tip mode tip is nice that you can sort of grab the end of the hair and sort of move it around but guides is nice in that most of the tools work a bit nicer so maybe go for guide mode most of the time anyway there's our brush there's our cut tool we've also got straightened now at some point you're going to probably screw these hairs up they're going to get pushed inside they're gonna get mangled up the straighten tool basically allows you to click and drag your mouse and straighten them it pretty much just puts them back where they started when you began your sculpting your your hair sculpting rather now obviously you probably don't want to do this to absolutely everything so what you're going to want to do is select certain hairs and only straighten those ones off well that's another menu hair selection now just one thing you may look at this and think we'll hold on life selection rectangle invert is that this exactly the same as just the regular selection menu the answer is unfortunately no the hair tools the hair selections and so on although they may have exactly the same names unfortunately they are just fundamentally different tools this is just purely from how it was made how it's programmed you got to keep in mind the hair system at this point oh god history lesson erm ten years old 15 years old it's quite an old system it's still really good at the SI it's one of the best hair systems in sort of most 3d software but it is it is a little bit older so it's not quite as modern as perhaps it could be anyway let's rip off our hair selection menu and in here for example we've got live selection so I could select I could select some hairs and now when I go for my straighten tool again it will only affect those particular ones and that of course works with the brushing and the cutting and everything else the last too long and mission just for now so there are others in here but another video perhaps the last two longer mission for now though is scale we just deselect these hairs okay so with scale let's get rid of these just often when you start your hair style the first thing you'll want to do is just say universally I want much much longer hair or I want much much much shorter hair with the scale tool you can really quickly just click and drag to scale hair up or shorten it down much much shorter so usually start off with a scale tool and then this will give you a sort of rough starting point for your hairstyle but broadly speaking between scale brush cuts and maybe a little bit straightening these are actually most of the tools you tend to need whilst sculpting your hair style okay so let's call that a bit there done let's have a look at our actual objects when we added our hair system cinema gave us two objects one of them is this hair object up over here and the other one is this hair material down at the bottom now the best way to describe the difference between these what they're for the hair object is your technical settings how many hairs what render quality what physics sort of all the nitty-gritty geeky bits the hair material is your artistic choices what color is it how shiny how frizzy how curly so there that hair styling side thing if you like now we'll come back to this let's let's give a look at our hair object first now we have a lot of settings there are tabs after tab after tab now again we don't need to get into too many of these but what I'm gonna do is a big starting point is show you just how to get the hair looking good because it's all very well and good choosing colors and brushing the hair how you want it but if it doesn't look good when you render it this is all a little bit pointless and just before I go any further with this just in case you happen to have different default settings please make sure your render engine is set to standard if you happen to be using physical please just switch back to standard for now I'll explain why a little bit later in the video but for now this is kind of essential okay so first of all how to get it looking good if I hit my render button here the way we go there's our hair looks now I mean their hair's sure but it doesn't look very good in order for the hair system to look decent there's a few certain things you've got to do so regardless of what your intention is there's certain things I would always get out of the way before I really start trying to style and sculpt my hair and the first thing is more hair you can see we have very very few hairs here this head is kind of bold so the first thing I would suggest is go to your hair object go to the hairs tab and in here you can see how many hairs you've got five thousand you know what five thousand is maybe a beard or a big fluffy mustache at best you are not doing a full head of hair with five thousand hairs so to begin with as a sort of minimum requirement I would say stick a zero on the end and go for fifty thousand hairs as a starting point this will add a couple of seconds to your end at home but will still be pretty quick and there we go so this is now much fuller this far more hairs in there it still doesn't look very good but we don't have such an issue with it going bold in terms of final numbers don't be afraid of using hundreds of thousands of hairs and in the case of maybe a Yeti or an abominable snowman millions of hairs okay so 50,000 is just what I'd really consider sort of your minimum of getting anything decent looking right so that's more hair but it still looks enough so how else do we get it looking good well one of the key things is for hair is it needs to get darker the further into the hairstyle you go so it's gonna be sort of nice and light around the outside and then let's make use of the camp shall we it's gonna get darker and darker as you go into the hairstyle so let's do this basically we're talking about shadows so add a light sauce just a plain old boring omni light is fine and raise it up over to the side and maybe pull it sort of tours the camera a little bit so sort of sitting roughly in front we're sort of shining down from the front there and the key thing is give it some shadow and I do just have to say there are some technical I'm not going to say limitations but there are some technical considerations you should keep in mind the best quickest nicest looking shadow type 4 hair is absolutely a soft shadow map if you go for one of the other shadow types hard raytrace shadows you're gonna get these really overly crisp detailed shadows it's not gonna look great and airy shadows will take quite a long time to render so with that in mind if you can get a get away with a soft shadow map absolutely do this it'll look better ok so there's one and just because we've got this big dark area over on the other side let's copy and paste there's another one and we'll just sort of shove it over there on the other side maybe put it a little bit further into the background so we've just got a couple of lights one on either side shining down on the object now this will add a little bit of render time because it's now got to work out the shadows but immediately you should see we now we now have a bit of depth it actually looks like it might be a 3d object okay so the last thing the last vital thing we have to have on our scene is going to be some imperfection these hairs even though we may have brushed them and sculpted them and snipped them and everything else they're gonna be too perfect each hair is sort of gonna run completely parallel with the one next to it there's not really going to be any Criss crossing or frizziness sort of spiraled curls we need some imperfection for this hair to look nice so have a look down at your material in this material will properly cover this in a moment but have a look down at frizz freeze is just a sort of zigzag diseases left and rights kinky imperfection for your hairstyle turn this on but do turn down how strong the frizz is 50% we're basically talking pubes at this point so let's tone this thing down to about maybe five ten fifteen percent something around there and give it another render and there we go right we now have what I would consider a decent starting point it looks okay we've got shadow we've got some imperfection and it's not going bold so this for me if I'm gonna do any sort of hairstyle this would be my kind of starting point add more hair boost it up to fifty thousand add some shadows for the light sources so it gets darker in the middle and add some frizz otherwise it's all just a little bit too perfect and too pristine so let's dive in and actually start really properly styling this thing shall we so if I go down into my material okay so this is a special hair material and there's a lot of channels down the side but don't worry most of them are actually just one or two numbers they're actually really quite basic things but we're gonna start the top work our way down and I'll show you the big important bits you're gonna want to know all right color so in the color settings we have this gradient running along the top this is the color from the root of the hair up to the tip so we have really dark brown going to a sort of medium lighter brown if you want to throw other colors in here go for it you've used a gradient before this is exactly the same so let's say I'll have some hot pink at the halfway point do keep in mind by the way most of the hair below the halfway point is probably going to be so far down into the hair style you won't really see it much so most of the colors you want to see keep them over to the right hand side or this gradient because that's the outside where you're actually going to notice it the most so let's say we start off with some pink we could then maybe make it turn green then perhaps a bit of orange and then we'll finish off the tips of the hair with a nice bright red so you can get you see you little preview there but when I hit render give it a couple of seconds and there we go nice sort of reggae color scheme hair style so throw in whatever colors you need that's one of your choices but the other thing you might want to do is put some artwork in there and this is one of the things which makes the hair system much much more usable usable for other things if you're thinking ah I don't do characters I don't need hairstyles well what about a Formula One race course track where the grass has a corporate sponsors logo sprayed into the grass or the same sort of thing for a football or a rugby match or maybe you're doing an architectural interior and you want a nice custom zebra print pattern rug on the floor that's the hair system so you've got a couple of choices for doing this you can either just directly choose the image or you can try and position it yourself now the one thing I will say is you see this texture slots don't use it the texture slot is only for putting a texture onto a hair and mean a single hair this is almost entirely useless and pointless do not use this what you're after is the root setting this allows you to put a bit of artwork onto the root of the hair so let's go load an image and what I've got laying around textures I'm going to place let's go for this picture of a merry-go-round horse probably a bit too detailed birth I think you should still work right when this texture is loaded into the root of the hair those colors will grow up out from the root through the hair and to the outside so if this hair was short enough and it weren't quite so long and intermingling all over the place you would be able to sort of quite clearly see that artwork generally if you want to see the artwork more clearly you can have to choose your hair shorten it bring that down getting a lot closer now I might need more hairs because short hair tends to show bald spots more prominently but basically that artwork is projecting onto the hairs and sort of showing on the surface so you do need quite short hairs or you need a lot more of them for it to show up but you can essentially just put your own custom artwork on there so if I had some sort of bumblebee texture I think ownest let's just give that a shot shall we web browser I know or was it maybe a leopard print leopard print texture images did you do something quite chunky let's go for this right if I just chuck this on my desktop yes and I load that into cinema drag and drop on it goes this would in theory give me brilliant perfect a nice leopard print finished to the surface you can use this for clothing you can use it for rugs you can use it for sort of custom spray-painted grass fields or if you just want some really fancy hairstyle yes you'll load an image in there that works fine but the question is here how do i position the texture and if I'm honest to the best of my ability you don't this is simply going to use the UV data of your object so if that's okay fine it'll work but it means otherwise generally I can't actually position the texture so let me just show you an alternative for doing this let me clear this out rather than texturing the root of the hair so it grows up out consider using surface mode surface mode will pick up the texture on the surface of the object it grew from and then that will be used for the colors so if I make your regular material put my artwork into the color settings so we'll just put our leopard prints up in here and I then texture the underlying sphere that the hair grew from in the first place and course keep in mind this will allow me to choose whatever projection and size and scale I like so maybe I'll make it twice as large and oops at a zero so I want this nice big chunky leopard print because I've textured the underlying object I can now go into my hair turn on surface mode and by the way these next settings will change slightly depending on which version of cinema you're using they changed about a year ago around version 18 I believe so basically these next few settings determine when the hair grows from the surface should it consider how bright or dark the shading on the surface was now the answer for this is almost always no just use the artwork we've applied so tell cinema ignore the shadows on the underlying surface and ignore the illumination we just want to know what color was the hair so these your settings may be slightly different if using an old version of cinemates what I'm saying anyway get rid of these two and hit render and now the artwork you see here that is what will go right into your hairstyle okay so that's the color moralist taken care of and thick you my bulb eight you can actually blend between the two so you notice my leopard print has completely overtaken my sort of a pink green Rastafarians game here you can actually mix between the two if I go 50/50 I'll have half leopard prints and half fancy colors or you've got a few other mix modes again you will use Photoshop you know how this stuff works if you don't go with someone else's video okay so there's the color let's go down this list and I will skip over a few because some of these things aren't massively useful or at least they're not the kind of everyday things most people are going to need so let's skip a few let's skip the backlit color that's just a more advanced thing for another day specular this is how shiny the hair is you see these sort of a highlights this shiny glossiness on the surface like on any material you can choose the specular highlights for the hair material the primary specular is a really bright highlight in the center of the hair and then the secondary highlight is this sort of smooth satin gloss finish for the rest of the object so just choose the strength for both of those and the sharpness if you want to again I'm not going to get into this too much it chooses the highlights on the surface transparency again gonna skip over this most people are not into the hair system because I want to make it transparent that can I can wait for another video what I will go into first here though its thickness now you know and I know cinema has really awful default sizes you add a sphere this thing is two meters wide I can't even do a two meter pair of hands this is a fifty centimeters imagine for time bigger than this this this head of hair of God is about absolutely gigantic it's the size of the room I'm in so in order to compensate for this you'll notice the thickness of the hair there are a centimetre these hairs of this thick these are the thickest hairs ever and I've had a German girlfriend if you're doing something to scale you will absolutely need to thin down these hairs they look ok on these default object but on a real world scale thing they're ridiculously chunky so choose how thick the hair is at the roots and at the tip so Kim won't they all taper towards the end of the hair if you're trying to make your hair look more realistic this is one of the most important things so let me just zoom in a bit let me add a few more hair so fifty-thousand let me bump this up to a hundred thousand and I'm gonna turn down the number of segments I'll explain why later but just very quickly for now this makes it render a bit quicker okay so when I render this these hairs which I will also scale up a little bit by the way scale do here we go okay these hairs will be quite thick big chunky hairs if you want things to look more realistic and I will also just say softer like a thinner softer hair reduce the thickness of the root let's go all the way down to maybe point one of a centimeter which is still quite thick in real terms and that's also thin down the tip of the hair so let's go to 0.03 so just sort of a third as thick the hair will now look much softer there we go so it can make quite a big difference to the style of hair you're going for do keep in mind this also works conversely if you're trying to do a sort of cartoon manga style hair bump it up go for a much higher number look let's go maybe four centimeters down 2.2 this will now give us a much chunkier cartoony kind of style hair but yeah basically a much thinner hair will give you a much lighter softer finish to your hairstyle it will also take a bit longer to render because to be realistic if your hairs are thinner you're gonna need more of them to stop the hair head looking bold so keep that in mind as well to think of the hair the fewer hairs you need the faster rendering gets anyway useful thing to know about down the list we go now I'm gonna skip a few but I will come back to them what I want to do first are the style channels and by that I mean frizziness kink curled twist what am I looking at in here wave things which sort of determine how it looks now you might be thinking a whole - hold on we've got a hairbrush surely if we want curly hair we're getting our hair brush and brushing it round into a circle know what you got to keep in mind is that these guides should only generally there will be exceptions don't write in to complain these guides generally are just there to choose how long the hair is what direction it goes in and sort of what rough shape it has if I want a frizzy zigzag spiky hair or something which curls round into a really tight curl that hair will use these settings and it will sort of zigzag across that line or if I turn on the cold setting it will come out in the direction of this hair this guide and it will then curl around into a tight little spiral so you're better off using these because it means you haven't got to sit there brushing and combing and sculpting each and every individual hair one by one say for example if I go for curl you can choose how far the hair curls let's give this a render see where we're starting from so this is the default 70 degrees of curl but you can see there's now a bit of sort of curl on there this is this is curled round 17 degrees if you want tighten it even further but this is where the segment's come in my hair has six segments so you know how normal objects they're made of polygons little flat segments well the hairs also made of flat segments and if I'm trying to curl hair round and round you need enough segments for it to do that actual curvature around to make the shape so if I want a hair which goes up and spirals around into a tight curl I'm gonna need sort of one two three four five six seven eight nine ten twenty thirty forty you're going to need quite a few segments in order to get that shape so if I really really curl this hair let's say three hundred and sixty degrees when I render this it's gonna look all sort of straight and faceted and naff in fact let's make the thickness thick again just so it's easier to see and let's zoom in so this is with six segments and you can see it's just made of lots of ridiculous straight segments this is not this is not curly hair I'm gonna need I'm gonna need a lot more segments so if I bump this up to sixty segments ten times as many it will take quite a bit longer to render so it's preparing the render system it's working at the shadows but at least now you can see there's some sort of curvature on there I probably have made the hairs too thick let's just thin those back down again make them a bit thinner and zoom in but at least with these 60 segments cube where'd that come from at least with these 60 segments it will at least start to do something now they're fast rate than I thought did I whoops hey miss clicked the dangers of using 1 2 & 3 to navigate occasionally typing in a wrong number into a numerical setting we've all been there don't pretend like you haven't done that before anyway here's our 60 segments here with the curl turned on and there we go we've now actually got curled spiraled hair coming back in again and frankly most of these settings in the bottom half of this all do exactly what the name suggests so fries will give you a tight little zigzag back and forth kink will just make the hair sort of change direction every now and then like sort of broken bent straw Bend we'll just make it lean to the side curl this makes it spiral around into a tight little curl twist will give you a spiral going around and around and wave will give you this wave which goes back and forth back and forth so a lot of these things are just really obvious as to what they do and all you've really got to do for these things is just type in the very first number to choose how much it waves how much it curls about the only fancy thing really is that they will have this variation setting which so you can choose how much difference there is in these effects so for example if I have curl their curling 306 degrees plus or minus 10% so some will be curling 400 and some will be curling 300 if you want them all to curl the exact same amount just knock that down to zero or if you want them to sort of have more variation so it's a bit more random well just bump this number up and you'll get far more variation in there so I'll leave you to experiment with those in your own time but let me mention a couple of these which maybe aren't quite so obvious as to polities they do one of these is kink no one were to amass density density is how much hair there is so you might think will hold and surely to choose how many hairs I have I'm just choosing my hair object and typing in the number over here yeah but the density channel lets you control it with a picture so let me just speed up my rendering for a second let me knock down the number of segments turn off the curl and go back to density okay so my hair at the moment looks like this what you can do is in the density Channel you can load in a grayscale black-and-white image and on that image where the picture is white you will have the full amount of hair and where the image is black you will have no hair and any shade of grey in between will ramp up how much hair you get there so on the screen now I'm gonna I'm going to throw a really really old product I did using a bit of hair this thing is like 10-15 years old in order to get this path weaving through the forest I've drawn a black of one image where the whole thing is white but I've drawn a black squiggly path running through and this is what stops the hair from growing on the pathway to show you here on this actual project if I just load in a grayscale image which I probably should have prepared before I started recording this in this video oh whatever got laying around any alphas no okay fine we'll nip on to a web browser and find something so black and whites logo we've got image is do tell you what let's go for this Wi-Fi logo here you'll do fine okay so if I load that black/white Wi-Fi image into my density Channel how do we go this will now have no hair growing in the black areas so it will probably be easy to see if I just shrink the hair down a bit so it's not quite so long ignore the ignore the leopard print I think we're I think we're done with our leopard print now surface mode off lose that texture okay so I've placed a Wi-Fi logo into my density so you can clearly see where the the black text is let's get our density back up where the black text is that has now trimmed off the hair so it's basically just useful for trimming off hair in certain places so if you want your character to go bold or you want your hair to sort of just fade out in certain areas throw in a grayscale image and use the density settings and that will determine where the hair goes you can by the way do the same thing with the length so if you're trying to control how long the hair is but you'd rather do it with a picture put a grayscale image in the length settings and that will now be used to control how long the hair is right okay what else we've got in here really the last thing I think I want to mention is clumping clump is a way for you to get hairs to stick together so in a real hair system you have a certain amount of grease and moisture and it causes they use on camera here now go it causes certain hairs to stick together so my hair is not just this volumous fluffy thing it's a certain number of hairs sticking to one another sort of forming various clumps of hair and that's what clumping is gonna do for us so let's just hit render let's see our base state so nice big fluffy hair if we turn on our clumping we have two numbers how much it clumps and what size the clumps are so radius this is how much hair is going to end up clumped together from the from the scalp of your hairstyle so let me just bump this all up to sort of a really strong value let's say let's say do all of the hair 100% so I will now have 40 centimeter slabs coming out two points this naturally works a lot better with longer hair styles so let's grow our hair considerably but if I have 100% clumping to do this is 100 percent of combat hair so very sort of Japanese II manga kind of hairstyles there but naturally of course you don't have to do quite so much if you just want to get some smaller little pinched bits you can definitely do that with some lower values so if I reduce this down to maybe 25 and 25 so again this is how many hairs clump and this is by how much they do it so if I go for just sort of 25 25 I'll just generally get the hair sort of vaguely coming into areas some of them start sticking together you can see there's sort of a the odd gap here and there with yeah if the hairs come together there has to be a gap somewhere else so think of the clumping as moisture and grease within a hair that's really the best way to think about this okay right well that probably about does it for the material I think that's all we really need to know in there such let's go investigate the hair object so I've already kind of mentioned the two big important bits the hair page how many hairs and how many segments in terms of render time I will just say multiply the numbers together and that gives you an idea about your render time so what I mean with that is if you double the number of hairs double your render time if you double up the number of segments double your rents home basically cinema is just drawing a series of small straight segments and how many you have is really a very good indication of how long this all takes to process so if you're doing really short hair maybe a big football pitch go for a low number you're not on a whole football pitch with a million hairs you're not gonna notice how curly and bendy all these hairs are so just save yourself a lot of time and go from maybe sort of three or four segments unless you're gonna get really close to it you're never really gonna notice it let's see what other settings do we care abouts that can wait for another video dynamics okay this stuff has physics if I grab the sphere and I'll get my movement tool when I press play the hair roll falls down which is kind of nice it's a nice system you are free to move the the object around and the physics will react accordingly rotation works quite nicely because it will suffer slings it out with a bit of g-force you might not want this though so on your hair system you can either just turn the physics off entirely just disable the physics if you just want your hair to stay where it is you know get rid of the physics you don't want to waste computational power doing that or another choice you've got is this rigid checkbox this which is cinemas physics system into an alternative mode where it tries to keep the hairs roughly in place but it does still have physics to it so when I turn this on you'll watch the hairs fall down but when I enable the rigid checkbox it'll sinan go but don't you know you do need the sound effect and anything I do to the object the hairs will bounce back and forth accordingly if I move it so that's that's quite a nice system because it allows you to actually scope the hair keep it in the right shape but still have some movement in there if you're thinking that's that's nice but it's a bit too rigid can I blend between the two you're in luck you certainly can if you come down to properties you have where's it go on the stiffness this is basically how rigid the hairs gonna be so if I knock this down to 50% let's go a bit lower maybe 30 Louis still it's a bit of a stir so change this okay so this is now 15% stiffness you can see there's a lot more bounce in there if I move the object it keeps bouncing and moving for much much longer so turn on rigid but have a play around with that stiffness setting and you can sort of blend as to how rigid the hair goes don't go down too low otherwise you can see here it starts going a little bit mental as the hairs don't have enough stiffness to hold up but they have enough stiffness that they want to try and get up basically they just go a bit mad so don't go too low on the stiffness setting otherwise it all goes a bit goes a bit wrong maybe 15 is probably the minimum I would actually go with this okay there's your physics now forces you don't really particularly need to come into this tab but I just want to mention you know you're old tacky old particle system which maybe you don't really use that much anymore all these effects work with hair so if I go for some wind and I add some turbulence to the wind system I can let me just turn off the rigid setting so they're more freely flows I can actually take this particle system wind object and if I crank up the strength I can actually blow there so that's that's kind of nice actually you can use these these wind objects to move and rotate and blow the hair they work quite nicely with fall-off if you enable the fall-off setting on the wind just give it a shape like a box this is now a box of wind so anything which goes inside this box will be blown so it's quite nice because you can now sort of keyframe this and blow the so I can blow it over to the sides blow the hair turn it off here comes a gust of wind over to the side so yeah that kind of nice and you can pretty much use most of these particle effects so wind turbulence rotation gravity does work but it's kind of pointless because the hair has gravity anyway friction if you want to slow it down this is like air resistance the wrist maybe not quite so much use but yeah definitely wind rotation turbulence they're quite useful but still speaking about physics we can also apply physics collision detection to these objects so goodbye wind hello cube now obviously it won't do anything to begin with if you ever use if you've ever used cinema's physics before you'll know you need to add these rigid body tags and it's kind of the same here if I choose an object and I add on a tag simulation no sorry tags hair see even though hair is considered the simulate menu it's not over here for some reason anyway hair tags hair collider cinema can now use this to collide with the hair so I am free to use this to brush the hair out of the way or it can just sort of rest down on top of it and sort of dangle off the edge there yeah you can now use any other object to control hair good for putting footprints into the grass as someone's boots squashes some hair maybe or if you want to sort of brush it out the way if someone brushes their hand through the hair you could do that quite effectively all you got to do is choose how much friction there is how much sort of the object drags the hair out of the way and bounce so when the object hits the hair does it just sort of push it out of the way or does the object hitting the hair make it go between you and sort of drag itself out there you probably want to turn the bounce down quite low you don't really want bouncy that'd be a bit silly anyway they go there's your physics papa papa bomb cache now maybe you've got a lot of hair and it's really slowing the system down cash it tell cinema could you pre calculate the physics and there you go you can now scrub through your animation to see where the physics make it move and the playback will be faster because cinema no longer has to keep calculating the physics of the object so much the same as the rigidbody system or the particle baking or any other cloth physics in the software just hit calculate and if you decide you know what I don't like that delete it empty the cash okay um that will do down here for now again this is not an end of the video I just want to skim through the important bits I just want to mention render settings have a look in your render settings and you will find there is a hair render section in your render settings now it's not so much that I really want you to change anything in here there's nothing particularly too exciting now it's really I just need to quickly mention the render engine a lot of you are probably using cinemas physical render engine which is fine it's great it's a good render engine but you got to keep one thing in mind when it comes to the hair system cinemas hair renderer is not actually making 3d geometry when I hit this render button and I render this out it's like it might a cube I guess all of this hair that you see this is not actually a 3d object this is actually just being drawn onto the rendered image after its rendered now it looks good the lights and shadows can affect it it will sharpen reflections and refractions it's quite nice in that way but it is a fake it's a really fast rendering nice looking fake but it's a fake nonetheless this fake only works with the standard render engine if you ever use cinemas physical render engine what will happen is all of these hairs all 100,000 of them will get converted to real 3d geometry so the benefit is that it will cast proper real shadows you can use global illumination and light will bounce back and forth between the hairs so you can potentially get a better looking image but obviously there's going to be a massive gigantic honking downside and the downside is your render times will go astronomically through the roof because you've suddenly added millions upon millions of polygons to your project and if there's one thing you don't want to have to do with global illumination its have millions and millions of polygons so just keep that in mind you may wish to consider doing the hair renders with a standard render and then maybe composite them back over the top of your final image if you really want to use this a different engine for the rest but yeah hair is a lot faster and a lot smoother and better rendering in standard than isn't physical so do bear that in mind if I'm doing a project with lots of hair in it I will to be honest consider most of the time just switching back to the old standard hair the old standard render system because physical just makes the render times go really silly right I think that might be about it so we've done the hair system we've done the materials within the render settings yeah I think that'll do us for this video right 50 minutes right I hope that's been useful so were once again this is mash from 3d fluff feel free to go have a look at the website 3d fluff dot-com I've got some other videos up there you can take a look at and why if you need to ask any questions i'm on twitter you can email me contact at 3d fluff comm I'm on Facebook you know if you need to have a chat if you want asking any questions please do feel free to so yeah once again this is mushroom 3d fluff I'll see you again in the future you you
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Channel: 3DFluff
Views: 48,258
Rating: undefined out of 5
Keywords: cinema 4d, c4d, maxon, 3d fluff, gsg, greyscale gorilla, cineversity, digital meat, nose man, mash, tutorial, training, guide, lesson, how to, mograph, matthew oneill, hair, fur, feather, fuzz, hairy, grass, carpet
Id: hySRGmLYI9g
Channel Id: undefined
Length: 51min 3sec (3063 seconds)
Published: Fri Apr 27 2018
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