87 lines
2.4 KiB
ReStructuredText
87 lines
2.4 KiB
ReStructuredText
.. _hair-dynamics:
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*************
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Hair Dynamics
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*************
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.. reference::
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:Panel: :menuselection:`Particle System --> Hair Dynamics`
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Hair particles can have dynamic properties using physics.
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To enable hair physics, click the checkbox beside *Hair Dynamics*.
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Quality Steps
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Quality of the simulation in steps per frame (higher is better quality but slower).
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Pin Goal Strength
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Spring stiffness of the vertex target position.
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.. warning::
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If you use motion blur in your animation,
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you will need to bake one extra frame past the last frame which you will be rendering.
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Collisions
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==========
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Quality
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A general setting for how fine and good a simulation you wish.
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Higher numbers take more time but ensure less tears and penetrations through the hair.
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Distance
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The distance another object must get to the hair for
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the simulation to repel the hair out of the way.
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Smaller values might cause errors but provide some speed-up while
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larger will give unrealistic results if too large and can be slow.
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It is best to find a good in between value.
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Impulse Clamping
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Prevents explosions in tight and complicated collision situations
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by restricting the amount of movement after a collision.
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Collision Collection
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Only objects that are a part of this :doc:`Collection </scene_layout/collections/index>`
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can collide with the hair. Note that these objects must also have Collision physics enabled.
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Structure
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=========
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.. reference::
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:Panel: :menuselection:`Particle System --> Hair Dynamics --> Structure`
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Vertex Mass
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Value for the mass of the hair.
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Stiffness
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Controls the bending stiffness of the hair strands.
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Random
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Random stiffness of hair.
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Damping
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Damping of bending motion.
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Volume
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======
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.. reference::
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:Panel: :menuselection:`Particle System --> Hair Dynamics --> Volume`
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Some phenomena of real-world hair can be simulated more efficiently using a volumetric model instead
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of the basic geometric strand model. This means constructing a regular grid such as those used in
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fluid simulations and interpolating hair properties between the grid cells.
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Air Drag
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Controls how thick the air is around the hair causing the hair to flow slower.
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Internal Friction
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Amount of friction between individual hairs.
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Voxel Grid Cell Size
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Size of the voxel grid cells for interaction effects.
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Density Target
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Maximum density if the hair.
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Density Strength
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The influence that the *Density Target* has on the simulation.
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