Skinning envelopes on the GrowthMesh must have the a subset of the same bone list that occurs on the base character mesh in order for deformation and collision to work as expected.Ī variety of grooming tools off the shelf or custom can therefore be used.įor more detailed information on the asset preparation, please see 3dsMax or Maya HairWorks documentation.
Only one guide curve can correspond to a vertex.
HairGuides will be moved to the nearst vertex if they are not aligned with it.
Hair Guides are generated near the vertices of the growth mesh.
1 Material ID is used on the GrowthMesh.
It should be noted that HairWorks can support many workflows so long as certain requirements are met. This prevents those guides from interpolating becvause there is no surface connecting them. The way to control this is to cut a gap into the growth mesh. Sometimes there is a part in human hair, or places where you do not want the hair to interpolate. Hair strands are interpolated between the many guide hairs that make up a given hair asset. Making separate poly shells or adding splits in single shells is a good way to control how HairWorks interpolates strands between guide hairs. If multiple textures are used on the graphics mesh, the UVs will have to be consolidated for use on the GrowthMesh.Ī GrowthMesh must be one object, however it can be made up of multiple poly shells. Multiple materials on a single GrowthMesh are not supported at this time. It is only used as reference for HairWorks.Ĭurrently, the growth mesh can only have 1 material ID. There is no need to render the growth mesh in the game engine. A human for example should be treated as bald scalp.Ī GrowthMesh is a copy of the graphics mesh that is used for strand generation and shadow mapping.
For hair, the Character mesh should also be a mesh without any poly strips.
Some characters are already set up like this, some are not. The base mesh of the character should be treated as if it were a “shaved” animal with no fur poly strips. They interfere with simulated fur and can cause artifacts. Poly strips are common in some productions to create fur.
For fur, the Character Mesh should be a mesh without any poly strips.
#3ds max hair how to
How to build the sample project on Dx12.
How to build the sample project on Dx11.
Customizing shader resources and constant buffers.