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دروس عن hairfarm

هذا الموضوع : دروس عن hairfarm داخل الدورات والدروس التعليمية | 3dsMax Tutorials & Tipsالتابع الي قسم Autodesk 3D Studio Max : Quick Start Tutorial Part1 This quick start tutorial is designed to introduce the basic concepts in Hair Farm for 3dsmax. ...

  1. #1

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    دروس عن hairfarm

    Quick Start Tutorial Part1

    This quick start tutorial is designed to introduce the basic concepts in Hair Farm for 3dsmax. We will begin with HairMesh editing, and then we will briefly go over hair generation and styling. Finally, we will take a look at hair material editing and rendering.
    This tutorial was prepared with an earlier version of the software. Don't be alarmed if some parameter values specified in the tutorial do not behave exactly as shown in the figures.
    Part 1: Hair Mesh Editing

    We begin with an empty scene. We first need to create an object to grow hairs on. The generated hair roots will be attached to this object. For this reason we will refer to this object as the root object. For the sake of simplicity let's begin with a plane. Create a plane in the perspective viewport as shown below. Click on F4 to see edged faces.
    The first thing we need to do to begin modeling hair is to create a HairMesh. We do this by adding a HairMesh Edit modifier. Go ahead and switch to the Modify Command Panel and add a HairMesh Edit modifier. You can also create modifiers using Hair Farm menu or the Hair Farm toolbar. You will notice that HairMesh Edit modifier is very similar to Edit Poly modifier.
    When you generate HairMesh Edit, Hair Farm automatically adds a Hair Display WSM that primarily handles viewport display related tasks of the hair mesh. The aim of hair mesh editing is to model the outer surface of the hair geometry. The hair mesh is not intended for modeling the details; it should be used for modeling a rough volume to generate hairs in.
    HairMesh modeling always begins with extrusion. On the selection rollout click the Face selection button and select the four center faces of the plane.
    Once you activate face selection, you should notice that a number of buttons on the Edit rollout gets enabled. Click on the Extrude button to activate extrusion command mode. Then, left click on the selected faces and drag to extrude faces.
    This looks identical to a normal face extrusion. However, what happened here is quite different. We did not actually change the surface of the plane, but we extruded a box shaped hair mesh. You should notice that the color of the side faces of this extrusion is different from color of the plane. HairMesh Edit modifier will not allow you to select these side faces.
    To better understand what happened, let's generate hairs from this hair mesh. Right click anywhere on the active viewport to exit extrusion command mode, and click on the face selection button to exit face selection. Then, add a Hair Generate modifier on top of this HairMesh Edit modifier.
    What Hair Generate modifier does is that it converts the existing hair mesh to a collection of straight strands. In this case we generated straight hairs inside the box that we extruded before. As you can see, the plane object has not changed; we only added hairs coming out of the four middle faces.
    Let's go ahead and remove the Hair Generate modifier from the stack for now. We will add it back again later, once we finish modeling our hair mesh.
    Go back to the HairMesh Edit modifier and activate face selection again and select the four faces that we previously extruded. We call these faces tip faces since they correspond to the tips of the generated hair strands.
    Then, activate the Extrude command mode and extrude these faces one more layer.
    Now, right click anywhere on the viewport to exit extrusion command mode and select move command mode from the toolbar (or by pressing W key). Then, move these top four faces to one side as shown below.
    As you can see, side faces bend to form curves. When we generate hairs from this hair mesh, they will follow these curves. You can continue extruding the tip faces or the faces of the root object that are not previously extruded.
    Now, switch to the Edge selection mode and select the two edges of the tip faces as shown below.
    Then, click on the Separate button on the Edit rollout to activate separation command mode. Then, click on one of the selected edges and drag upwards to separate the faces of these edges.
    Switch to Face selection and select one of the tip faces as shown below.
    Then, click on the Delete button on the Edit rollout. The Delete command only deletes one layer of the selected faces. You can think of the Delete command as the opposite of the Extrude command.
    Switch back to the Edge selection and select the two facing tip edges as shown below.
    Then, click on the Weld button on the Edit rollout to connect these edges. Note that the Weld operation works slightly different with hair meshes. It does not connect any arbitrary selection of edges; it only connects edges of the neighboring faces.
    Now, switch to Layer selection and click on one of the tip edges to select the whole layer as shown below.
    The Layer selection mode allows you to Remove the layer or add extra layers using the Refine command mode. While in Layer selection mode, you can click on any horizontal edge on the side faces to select the whole layer. Go ahead and click on the Remove button on the Edit rollout to remove the whole layer.
    This brings us back to our old box shape. Layer selection can be used for selecting any layer of the hair mesh, not just the tip layer. While still in Layer selection mode, click on one of the tip edges to select the whole tip layer.
    Then, click on the Refine button on the Edit rollout, and click on one of the selected edges, and drag upwards to add an extra layer.
    Using the Refine command mode you can add as many layers as you need in between two existing layers. It is a good practice to keep the number of layers to a minimum, and the distance between layers as equal as possible.
    Just like the Edit Poly modifier, you can add multiple HairMesh Edit modifiers on top of each other. Use HairMesh Smooth modifier to increase the resolution of the root object and the hair mesh. DO NOT use Mesh Smooth or Turbo Smooth modifiers, or other modifiers that change the topology of the root object on top of HairMesh Edit. However, you can use those modifiers below HairMesh Edit on the modifier stack. You can also use these modifiers on top of the Hair Generate modifier, after hair mesh editing is finished and the hair mesh is converted to actual hairs. Do not delete or divide faces of the root object that are used by the hair mesh before you generate hairs using the Hair Generate modifier.
    This concludes the hair mesh editing part of the quick start tutorial. In the next part we will take a look at hair generation and hair styling.

    Quick Start Tutorial Part2

    << Back to Section 1: HairMesh Editing

    Part 2: Hair Generation and Styling

    In this part we will see how hair is generated and styled. Exit the sub-object selection mode if you haven't already, then add a Hair Generate modifier.
    The Hair Generate modifier generates straight hairs coming out of the root faces towards the tip faces. You can control the number of hairs and basic hair properties here, as well as assign a hair material. Note that most parameters of this modifier are mappable.
    By default, the hairs that you see in the viewport are only a percentage of the hairs that will be generated at render time. You can adjust this percentage in the Viewport Display rollout.
    Once the hairs are generated, we can use different styling modifiers to change the shape of the individual hair strands. Let's begin with adding a HairStyle Frizz modifier. After you add the HairStyle Frizz modifier, increase the Amount parameter to 20. You should see the tip points of hairs point in different directions.
    The uniformity of frizz directions is determined by the parameters in the Noise rollout. Internal noise is selected by default. Decrease the Frequency parameter of the internal noise to a value around 1.0.
    When using styling modifiers like HairStyle Frizz you would typically want the hair strands to bend rather than being straight lines. We can accomplish this by adjusting the Amount Curve. Click on the root -> tip button next to the Amount Curve parameter on the Amount rollout. This will show the Root to Tip Amount Curve window. Add a new point around the middle of this curve; then, move it as shown below.
    Changing this curve changes the amount of frizz along the hair strand. The hair strands roughly follow the shape of this curve.
    Note that the hairs bend smoothly even though the curve is not smooth. This is because styling operations only affect hair vertices, not the entire hair curve. To understand this concept better, let's add another point to the curve. Add another point between the first and the second one as shown below.
    Notice that this almost didn't change the shape of the hairs at all, because we don't have a large enough number of vertices on the hair strands to represent such a curve. To see the hair vertices go to the Subdivision rollout and check the Show checkbox. Now you can see the vertices of hairs in the viewport. If you look at the front viewport, you will see that hair vertices are placed on a straight line (in fact, they are on a plane).
    The placement of the hair vertices corresponds to HairMesh layer positions. Since we only have two layers defined in our HairMesh, each hair strand has two vertices (in addition to the root vertex). During hair styling we often need more vertices to shape the details of the hair model. We can add more vertices here by increasing the Additional Steps parameter on the Subdivision rollout. When you increase this parameter from zero to one, you will end up having four vertices on each hair strand, which can now represent the S shaped curve.
    HairStyle Frizz modifier computes a direction at the root of each hair strand using the noise parameters, and applies the same direction along the hair strand. On the other hand, HairStyle Kink modifier computes a different direction on each hair vertex, giving hairs a kinky appearance.
    Now let's remove the HairStyle Frizz modifier from the stack and add a HairStyle Kink modifier instead. Notice that the parameters of these two modifiers are identical, while their behavior is different. Set the Amount parameter to 5.0 and Additional Steps to 10 to get the result shown below.
    In Hair Farm, the direction in which the hair strands grow is represented by the W coordinate of the UVW channels. In the next section we will see how to use the W direction to assign different colors to the roots and the tips of hair strands. Here, we will use the W coordinate to change the kinkiness along the hair direction.
    On the Noise rollout make sure that Internal Noise is selected. In the Internal Noise Parameters make sure that the UVW channel is 1; then, decrease the W scale to 0.3. You will see that decreasing this parameter softens the curves along the hair length.
    While W controls the size of the noise along the hair length, U and V control the distribution of the noise on the plane. This is very similar to UVW parameters of texture maps. Now, set the U and V scales to 0.1. This will cause neighboring hair strands to deform in a similar fashion, resembling one another.
    Changing the Frequency parameter of the internal noise is the same as changing all U, V, and W scales at once. Before moving on to the next section, change the U and V scales back to 1.0.
    Hair Farm has a number of different styling modifiers. You can use these styling modifiers in any order you want to get the desired effect. You can also use multiple copies of the same modifier to achieve different results.
    Now that you are familiar with the basic concepts of hair styling, we can move on to hair material editing and rendering part of this tutorial.




    http://www.islamway.com/?iw_s=Quran
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  2. #2

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    رد: دروس عن hairfarm

    Quick Start Tutorial Part3

    << Back to Part 2: Hair Generation and Styling

    Part 3: Hair Material Editing and Rendering

    Before we continue, make sure that you changed U and V scale values of the HairStyle Kink modifier back to 1.0.
    First, let's see how this hair model looks when rendered. When you generate hairs, Hair Farm Renderer is automatically added to both render effects and atmosphere effects, and it is ready to render hairs. Select the perspective viewport and render the scene.
    This hair image is not very appealing without any shadows. Let's create a target spot light in the front viewport as shown below.
    Now go to the target spot general parameters rollout, turn on shadows, and select the Hair Shadow Map as the shadow generator. The Hair Shadow Map is an enhanced version of the standard Shadow Sap that produces hair shadows (shadows cast by hair). When you select Hair Shadow Map, its rollout will appear in the command panel. You can use the default parameters for now. Towards the bottom of the Hair Shadow Map rollout you will see a combo box that allows you to select another shadow type for object shadows (shadows cast by objects). The default object shadow type is Shadow Map. If you'd like to use another shadow generator, you can select it here. In this example, we don't really need any object shadows. Select the perspective window and render again.
    Notice that tips of the hair strands are thinner than the roots, which is visible in the rendered image. You can adjust the thickness distribution of hair strands from their root to their tips using the Thickness Curve. Similar to the way that the sytling modifiers work, hair thickness is only computed at hair vertices. Therefore, if you would like to represent a complicated Thickness Curve, you may need additional hair vertices. You can add these additional vertices here using Hair Generate parameters, or later on using a HairStyle modifier on top Hair Generate.
    As we mentioned before, Hair Generate modifier is where we assign the hair material. Click on the material button (that says 'None') on the Material rollout. This will show material/map browser. Select Hair Material Realistic and click OK to assign this material to our hairs.
    To edit this material we need to put it to the material editor. Open the material editor and then drag the hair material into one of the material slots on the material editor.
    You will notice that the Hair Material Realistic is slightly different than the standard material. Instead of a single specular component, Hair Material Realistic has three: Primary Specular, Secondary Specular, and Transmittance. As you can see, the Secondary Specular and Transmittance parameters are disabled by default and both Auto buttons are checked. In this state the Secondary Specular and Transmittance parameters are adjusted automatically based on the hair color and the Primary Specular parameters. Without changing any parameters, render the perspective viewport to see the result.
    For more realistic results we often assign slightly different colors to each hair strand. You can use Hair Color Variation map to achieve this. On the Hair Material Realistic properties, click on the diffuse color map button to assign a Hair Color Variation map. On the Hair Color Variation properties keep the mode HSV and set S variation to 0.2 and V variation to 1.0. Right below the values you can see a preview of a number of colors generated using these variation settings. Once again, render the perspective viewport to see the result.
    Now we have a different color for each hair strand, but the color of a hair strand is the same all the way from its root to its tip. Let's see how we can change this. On the Hair Color Variation parameters, click on the map button and assign a gradient map. Let's exaggerate the effect by setting the three gradient colors as red (255,0,0), green (0,255,0), and blue (0,0,255). The following is the rendered image with these parameters.
    Note that even though we used red and blue for the gradient, they are not entirely visible. This is because hairs get their UV coordinates from the root object and our hair model only uses the middle part of this plane. Therefore, only the middle part of the gradient is used.
    As we mentioned before, the W coordinate of all UVW channels are zero at hair roots and it goes to 1 towards the tips. However, 2D maps in 3ds Max only use UV coordinates by default and do not use the W coordinate. In order to apply this gradient from the root towards the tip of the hairs, we need to rotate this map. We accomplish this by changing the U Angle property of the gradient map (on the Coordinates rollout). When we set the U Angle property to 90, the gradient map uses VW coordinates instead of UV. Let's render the perspective viewport again to see the result.
    As you can see, the roots of the hairs are now red, the middle sections are green, and the tips are blue. This technique can be used with any 2D map in 3ds Max to apply it along the hair strands from their root to their tips.
    If you use a complicated map instead of this simple gradient, you will notice that the map colors will not get properly renderer. This is because by default the hair color is computed only at hair vertices. For better image quality you can tell Hair Farm to compute hair color on every pixel instead of just hair vertices. You accomplish this from the Hair Farm Renderer parameters in the render effects settings of 3ds Max. When you turn off the Speed Up (Per Vertex Shading) parameter, or when you use it for lighting and shadows only, the hair material is computed on every pixel. Doing this is also necessary for producing high quality speculars.


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    رد: دروس عن hairfarm

    Quick Start Tutorial Part4

    << Back to Part 3: Hair Material Editing and Rendering

    Part 4: Final Notes

    The last topic we will cover in this tutorial is using multiple Hair Generate modifiers with the same Hair Mesh. You will see that this is a very powerful feature to achieve realistic hair models.
    Select the plane object if it's not already selected and go to the Hair Generate modifier properties. Decrease the Hair Count value to 1000, and on the Viewport Display rollout set the Percentage value to 20 (so that we can still see some hairs in the viewport). Render the perspective view to see the result.
    Now we will add new hairs among these. Click on the HairStyle Kink modifier, and then add a new Hair Generate modifier on top of it. Set the Hair Count to 1000, Percentage to 20, and render the perspective viewport again.
    As you can see, new hair strands are generated, and these new strands are not affected by the previously generated hair strands or the HairStyle Kink modifier. They merely use the same HairMesh, but they are completely independent in every other way.
    To see this better, let's add a HairStyle Frizz modifier on top of this last Hair Generate modifier. By changing the Amount parameter and Amount Curve, you will see that this HairSytle Frizz modifier does not affect the previously generated hairs. If you'd like a styling modifier to affect both of them, you can do so by turning on Apply to All Hair Groups on the Apply To rollout of the HairStyle modifier.
    By using this feature, you can combine as many different hairstyles as you like to achieve a realistic look. You can also assign different hair materials to each Hair Generate modifier to give each hair group a different color as well as a different style.
    This concludes the quick start tutorial. Now you are ready to create your own hair models!
    Have fun using Hair Farm!


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    رد: دروس عن hairfarm

    Long Hair Modeling

    Lee Perry-Smith
    ir-models.com
    User video submitted by Lee Perry-Smith. In this video you see one of the first beta versions of Hair Farm, early on in the development of the hair mesh modeling system.




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    رد: دروس عن hairfarm

    Sheep Fur Modeling

    Rune Spaans
    User video submitted by Rune Spaans. This video shows how to combine multiple HairStyle modifiers of Hair Farm and achieve the desired look. We see Rune Spaans modeling the fur of a sheep character. Notice that he heavily makes use of texture maps to limit the effective area of HairStyle modifiers.
    Also notice that Rune is carefully specifying additional number of steps, only when it is necessary. Hair Farm uses a curve renderer; therefore, you do not need extra steps for rendering smooth curves. Using more steps than necessary for styling would merely slow down rendering without much visual improvement.

  6. #6


    الصورة الرمزية 4MAX
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    رد: دروس عن hairfarm

    ماشاء الله اختى ريم الدروس شكلها متميز جدا
    ان لله عبادا اختصهم لقضاء حوائج الناس
    حببهم للخير وحبب الخير لهم
    اولئك هم الامنون من عذاب الله يوم القيامه
    =====

    بروا آبائكم يبروكم أبنائكم




    ĎΞs!GŖ

    مركز طريق الجرافيك التعليمي

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    رد: دروس عن hairfarm

    الله يجزيكي خير اختي ريم
    اسال الله لكي التوفيق
    قال رسول الله (صلى الله عليه وسلم) ((اتق الله حيثما كنت. وأتبع السيئة الحسنة تمحها، وخالق الناس بخلق حسن))(رواه الترمذي)




    تفنى اللذاذة ممن نال صفوتها === من الحرام ويبقى الإثم والعار
    تبقى عواقب سوء في مغبتها === لا خير في لذة من بعدها النار


    ______
    اخــوكم في الله
    هشام

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    رد: دروس عن hairfarm

    سلمت الايادي .. شكراً لك

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