Manual/PartXIII/Particle Hair

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Blender 的毛发

概观

Blender有着一个比较好的粒子生成器,不但可以生成粒子,还能够生成细线来创建头发,毛和羽毛.这个任务可以通过转换粒子成为可渲染的多边形细线来达到. 多边形细线不应小于1个象素,这将帮助渲染引擎在渲染细线时避免不必要的计算。 现在来看粒子生成器是怎样工作的.这是 Blender 2.40的粒子生成器界面:


图一:

Image:p-fig1.jpg

在图一中可以看到很多选项.要到particle菜单你必须创建一个粒子发射器.粒子发射器可以是任何东西…但是最好是单独的一个物体.让我们从下面的操作开始添加球: --> Space --> Add --> Mesh --> UVsphere.球的参数20 segments 和 20 lines.退到物体模式--> tab.

现在到菜单部分,按下F7到物体菜单.在这里你可以找到一个面板叫 particle.点击-->NEW 你就可以看见图一中出现的菜单.


Since we're about to create hair-strands or fur we need to make the particles static. Press static followed by animated if you plan to animate these later on. To draw strands between each particle generated we need to activate "vector" under the display section - press -->Vect. If you want the mesh to show during the generation of particle strands you simply press -->Mesh under the display section.

因为我们要创建头发-绳或毛发,所以我们需要使粒子静态。点击static跟着animated,如果你计划动画迟些再做。为在每个粒子之间创建出绳子我们需要激活" 矢量 "显示截面-点击 -->Vect。如果你想要网格在粒子绳产生时显示按 -->显示局部在网格的下面。

We need to see the particles now but we haven't informed our generator how to emit these from our mesh-object. To see these - go to the particle-motion tab and set normal to 0.010. Your sphere should look something like in fig-2. If not, then press the -->Z key to enter shaded view.

现在我们需要看看粒子但是我们没有告知我们的发射器如何从自我们的网格-物体发射。看这些 - 去粒子-particle-motion面板设置normal到0.010.你的球体应该看起来与fig-2相似。否则的话, 按-->Z key进入shaded显示模式。

fig-2:

Image:p-fig2.jpg Image:p-fig2b.jpg

They look quite boring don't they? That's because they're just a bunch of strands sticking out of a round ball, you can of course add these to any object you please. Let's make them better looking! To do this we will need to make the strands ease out and anti-alias into the environment around the object. We can even change the size of the hair strands and how the tip will look like, but more about that later, let's take a look at how we map the strands to look real soft and fluffy.

他们看起来相当讨厌 , 不是吗?那是因为他们只是圆球外边的一束绞黏,你能当然把这些加入任何你喜欢的物体。出租我们使他们变成更好看!做这我们将会需要使绳物体宽松和使它外界周围平滑。我们能甚至改变?头发绳的大小,和如何使尖端看起来更像, 这些以后再说, 让我们看一看我们如何贴图这绳看起来象真实的软式绒毛。

Strand Shader:

Blender's got a new shader! This shader has been implemented to follow the direction of the new strand polygons. In other words if you select strand and place an texture or a gradient - it will follow the direction of the strands. And we're going to use gradients to shade the strands so they fade out to nothing - giving us an illusion of a much higher resolution, this is known as anti-aliasing. You can't really render smaller than one pixel anyway - so we use this "trick" to make the hair-strand tips smaller and fade into oblivion.

Blender已经有一个新的材质!这一个材质已经被执行按照新strand多边形的方向。换句话说如果你选择strand和设置一个纹理或者一个gradient - 它将会按照strand的方向。我们要使用gradients作为绳的shade和因此他们淡出毫无关系 - 给我们一个非常高级分辩率的错觉, 这即是反锯齿。你不能渲染比一个象素更小的东西 - 因此我们使用这一个 " 哄骗 " 获得头发-strand顶端比较小的和淡出效果。

fig-3:

Image:p-fig3.jpg

As you can see from fig-3 you're now in the material menu (F5). From there you need to create a new material and add a texture, actually it would be practical if you create 2 materials if you intend to keep the original mesh-object as well as the particle strands, but for now we will concentrate on shading the particles. Please make your selection exactly as shown in fig-3. Strand activates strand mapping and Alpha activates the alpha channel. The alpha channel contributes to making textures opaque and the texture background invisible. This is the trick we discussed earlier to make the texture fade out to nothing.

当你能现在从fig-3看到材质菜单 (F5).从在那里你需要产生一个新的材质和添加一个纹理,实际上它会是事实上的,如果你产生2个材料,如果你想要保持原始网格-物体又是粒子strand, 但是现在我们将会专注于材质粒子。请完全照着fig-3所示作出你的选择。Strand激活 , Strand映射和Alpha激活Alpha通道。 Alpha通道成为作和无形的纹理背景的纹理不透明的因素。这是我们之前讨论获得纹理淡出效果的哄骗。

Let's go work on the "fading texture". We're going to add an Blend gradient to our texture slot-1. Check out fig-4.

让我们在 " 淡出纹理 " 上工作。我们要把一个Blend gradient加入我们的纹理通道-1。检查fig-4.

fig-4:

Image:p-fig4.jpg

Now we're going to add color gradients to our blend-gradient texture, press -->Colorband to get to the next menu and make change the default colors to white and fade from left to right (just drag the small line-markers in the gradient-window and slide them to fit. If you've done everything correctly - things should look as in fig-5.

现在我们要把彩色gradients加入我们的blend-gradient纹理, 点击 -->Colorband 获得下一个菜单和改变默认的颜色为从左边到右边的白色衰弱 (只是在gradient-窗和中拖曳小标记滑到一个适合的位置。)如果你已经正确做了每件事物 -应该和fig-5 一样.

fig-5:

Image:p-fig5.jpg

Ok, now we've made the gradients ready to help creating our fade effect on the particle strands, go back to (F5) the material menu and untick the COL button. The reason we do this is to make our own colors count instead of the color gradient we made earlier. We just wanted to use that as a fade gradient from 100 % opaque to 0.

好,现在我们已经使gradients准备好帮助在粒子strand上创造我们的淡化效果, 回去材质菜单 (F5)和点击COL按钮。我们做这的原因是将我们自己的颜色计数代替我们初期做的颜色gradient。我们只是需要以那作为一个淡化gradient从 100% 不透明到0.

fig-6:

Image:p-fig6.jpg

Now we're going to make a "hair" color, just go to the material menu and adjust the colors as you see fit and slide the Alpha slider (A) to zero. We do this to make the alphachannel gradient we made in fig-4 control our alpha 100%. You can of course adjust this here to your liking if you don't want 100 % alpha, but do this for now.

现在我们要获得一个 " 头发 " 颜色, 只是去材质菜单和调节符合你的颜色和调节Alpha到0。我们这么做是获得 Alpha通道gradient我们在fig-4作好的的控制我们的Alpha100% 。你当然根据你的爱好在这里调节,如果你不想要 100% Alpha, 但现在不那么做。

fig-7:

Image:p-fig7.jpg

If you did everything as described above and press F12 to render, your render should look something like this:

如果你做了依照上述的每件事物做了,按 F12 渲染, 你的渲染应该看起来有点像这:

fig-8:

Image:p-fig8.jpg

As you can see - we now have soft "fluffy" hair strands, but we can do even more yet before we add more particles. Blender have got yet another option under the material menu called tangent-shading. The tangent-shader creates a thicker/thinner hair/fur-strand curve depending on the length of your particle strands. You can adjust it to make the strands start out or end thicker/thinner and how sharp/rounded they will be.

当你能见到之时 - 我们现在让柔软 " 毛绒绒的 " 头发strand,但是在我们加较多的粒子之前,我们能更仍然做。Blender已经仍可得到在材质菜单下面的另外的一个选择项调用tangent-shading。tangent-shader产生比较厚的/较薄的头发/毛发-strand曲线依赖你的粒子strand的长度。你能调节它使strand开始或者结束比较厚的/较薄和如何尖锐/弄圆都行。

fig-9:

I've set the shape to -0.900 so it's really "spikey".

我已经设置shape到 -0.900 因此它真的是 " spikey".

Image:p-fig9.jpg

And if you render it, here's how it would look:

而且如果你渲染它,跟这里一样:

fig-10:

Image:p-fig10.jpg

Now that you've done all the footwork you're ready to have a LOT of fun with hair/fur, let's go back to the particle editor and create a lot of fur.

现在你已经做完所有的准备工作,你准备去有一个有趣的LOT头发/毛发,让我们回到粒子编辑和创建一堆毛发。

In your particle menu - let's add a lot more particles...say 20000 of them, if you don't have a very strong computer you can change the DISP value to display 20 percent or so and when you play with particles, only 20 percent of them will show up in your viewport while at rendertime - all particles will be present. Now that we have a lot of particle strands let's add some weight to it. As we know...gravity goes downwards so we change the z-force value to about -0.02 and to make our fur a bit frizzy and random looking - add 0.005 to the random widget under the velocity section. To create an even better looking distribution of our fur we could get our particles to emit from vertices and faces both randomly and evenly, you can set this as in fig-11 under from.

在你的粒子菜单中 - 让我们加更多粒子。说他们中的 20000 个,如果你没有,一个很强劲的计算机你能改变DISP 数值显示 20% 或者如此和你播放和粒子时, 只有 20% 的将会在你的视口中出现当在渲染的时候 - 所有的粒子将会出现。既然我们让许多粒子strand我们把一些重量添加给它。我们都知道。重力是向下的,因此我们将 z-力数值换成大约 -0.02 和使我们的毛发有点卷曲和胡乱的 - 把 0.005 加入在速度区间下面的random。为了要产生一个我们的毛发的看起来比较好的分布,我们的粒子从顶点和面随意地而且平均地发射的, 你能设置和fig-11一样。

fig-11:

Image:p-fig11.jpg

If you render this, it will look something like in fig-12. If it doesn't, then it's possible that your light setup is very different from the one used in the example. Lights are very important to particle-strands, obviously because of shading. If you need to do proper lighting then check out the lighting tutorials or lights section in the manual and do this tutorial over again, you can get awesome results if you do your homework when it comes to proper lighting.

如果你渲染,它将会与fig-12 中看起来的一样。如果它不是, 那么很可能是你的灯光出了问题。light 对粒子-strand很重要, 很显然因为阴影。如果你需要做适合的灯光 , 那么检看这个灯光指南或者 light 部分在手册和重做这个教程一次, 如果当它得到适合的灯光时候,你做完这个例子,你能得到不错的结果。

fig-12:

Image:p-fig12.jpg

Let's make hair with hairguides: That's remarkably easy to do with the new guides, all you have to do in order to guide the hairs in your new hairball is to add a curve and tell it it's a curve guide. To do that Space-->Add-->Curve-->Bezier Curve and with the curve selected go to your F7 menu and take a look in the dropdown menu found under the fields and deflection menu:

让我们获得头发引体的头发: 新的引体是非常容易做的, 你所做的是依照次序在你的新头发球上添加一条曲线和告诉它这是一条曲线引体。Space-->Add-->Curve-->Bezier Curve和选择曲线 F7 在落下菜单里选择:Curve Guide.

Image:p-fig14b.jpg

Now that you have selected it to become a curve guide you will see that it instantly affects your particle furball. As you also might see - the shape of the hair is now conformed to the guide. You're of course free to shape the curve any way you see fit, Blender will real-time update when you move the bezier curve segments around and add new segments with -->E for extrude.

你一旦选择它成为一个曲线引体你将会见到它立即地影响你的粒子毛发球 。你也可能见到 - 头发的形状现在和引体一致。你是当然随意改变曲线外形, 当你移动bezier 曲线节段和按EKEY 挤出添加新的节段,Blender 将会实时更新。

fig-13:

Image:p-fig13.jpg

Again I cannot stress enough how important lights and shadows are to get quality hair, learn to do your light setup well and you will be rewarded with lush and beautiful looking hair. A good way to get shiny clean hair is to reduce specularity just a tad and increase the hardness value to about 70-100.

再一次强调灯光和阴影对于一个头发的品质是很重要的,学好灯光调节会获得非常漂亮的头发效果作为回报.制作闪亮干净头发的一个好的方法是减少specularity和增加hardness数值到大约 70-100。

A thing you might want to do in order to render more lush "fluffy" hair is to select the Ztransparency option found in the F5 Shader menu under the mirror transp tab. This will render the strands in alpha layers with transparency making it antialias even better and give you totally awesome results, of course...this WILL cost you render time but it's well worth it. You can use Ray-Transparency and set depth to whatever you see fit - and it will render somewhat faster, but it won't look nearly as good as with Ztransparency.

一些事物你可能想要做,渲染更繁茂的 " 毛绒绒的 " 头发,按F5到Shader菜单下面开启的 Ztransparency 选项。这将会渲染strand在 transparency的alpha层使抗锯齿变成更好给你完全信服的结果。当然,这将会花费你渲染 时间,但它是值得的。你能使用Ray-Transparency和你设置depth,渲染会略微快点,但是它不能与 Ztransparency 相比。

fig-14:

Image:p-fig14.jpg

Nice hair huh? Want to see the settings for it? Here you go, check out fig-15.

美好的头发?见到它的设置吗?在这里,查看fig-15.

fig-15:

Image:p-fig15.jpg

Let's take a look at what we've done to get that nice hair. I made the previous object a bit smaller by scaling it so the start-emitter of the hair would be smaller (just for effect - really). Then I blew up the Normal (speed) value found under the particle motion section (velocity), gave it a little random-life (0.4) to vary the speed a bit. I also scaled and moved around the bezier curve guide to affect the hair try these variations - you'll be surprised how flexible it can be and how many variations you can make.

让我们看一看我们已经做的那个美好的头发。回到上一级物体缩小它,头发的开始-发射器也会变小.(只是为了效果 - 真的)。然后我blew up法线 (速率) 数值,在粒子运动面板 (速度) 下, 给予random-life一个小值 (0.4) 改变speed一点。我也缩放和移动 bezier 曲线引体去影响头发尝试改变 - 你会感到吃惊:多么柔软!你能获得更多的改变。

Want to get even more advanced? Read on...

怎样获得更高级的平滑? 阅读上面...

You can use multiple curves to guide your hair around. Make a duplicate of your curve and tilt them both slightly as shown on figure f-16.

你能使用多个曲线去引导你的头发。复制你的曲线和微微地倾斜它们,如fig-16。

fig-16:

Image:p-fig16.jpg

Now check out the F7 menu - fields and deflections again and press the "Additive" button. This button creates an approximation field with your curve guides so when you blend two or more together - it will affect parts of your hair-strands depending on your settings in Min-Dist and falloff. Make a small min-dist value such as shown in fig-17 for both curves and experiment with the falloff values (small numbers to start with). If you now mix these two curves together placing them close to the hair emitter you can see the effect real-time and adjust the falloff/min/max-dist values accordingly. These values will depend on your curves, number of segments and emitter size etc, so in other words they will vary with your own creations.

现在检查 F7 菜单 - 场和deflections一次和按 " Additive " 按钮。这一个按钮使你的曲线引体产生一个近似场当混合二或者更多物体一起时 - 它将会影响你的hair-strands,这依赖在Min-Dist和falloff设置。设置一个小的min-dist值如fig-17 所示 和测试falloff值(从小的数目开始) 如果你现在一起混台这二个曲线 他们对头发发射器的靠近,你能适当地见到效果实时显示,相应的调节falloff/min/max-dist数值。这些数值将会依赖你的曲线,段数和发射器的大小,等等,因此,换句话说他们会因你自己的创建而改变。

fig-17:

Image:p-fig17.jpg

If you've done everything correctly - you should be able to control your hair splitting it into sections such as shown here:

如果你已经正确做好每件事物 - 你应该能够控制你的头发分开参考下面:

fig-18:

Image:p-fig18.jpg

As you can see from fig-18 you now have full control over where you put your hair. You can even vary the length of each "curve" so it will affect the length of the hair that are near the curve.

It doesn't end here - not by a long shot! There's nearly no end to how much you can control your hair with Blender. You can twist it around, knit it, swirl it, toss it and yes do anything you want with it. Become a world famous hairdresser - your characters will never go bald again.

当你能在从fig-18 见到你现在能完全控制你的头发。你能甚至改变每个 " 曲线 " 的长度,如此它将会影响在曲线的附近的头发的长度。它不结束这里- 很大程度上! 几乎没有结束 你能用 Blender 控制你的头发多少。你能搓它,编织它,盘绕它, 投掷它和做任何事你想做的。成为世界出名的美容师 - 你的角色不会再是秃头。

Tommy Helgevold (JoOngle)


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