wooow I have been doing hair wrong all this time! I always thought that it was impossible! Thank you for this extremely precious tutorial! It helped me a lot!
Love this, huge question though would be how would you get this to now animate? Would you simulate with Hair sim or would you set up joints and do a rigidbody (or softbody) set up?
This would depend on many factors which is why you will do well to know all the options and limitations of them options that are available to you in C4D. If you have loads of hair geometry objects then joints are out of the question, but if you went that route your be looking at dynamic joints with its own collision force field, results vary. You have the Jiggle Deformer which does not come with its own self collisions so you use this along with a Collisions deformer. Softbody is a option. There is the hair systems own dynamic system but you need to set the simulation start point, the hair own tool set has this option, then use the dynamics to set the right rest strength along with a simular setting to dynamic joints which is more like a forefield for collisions. It is tria land error and experience in the outcome of these methods to what you use.
This is massively helpful, thanks very much for the tutorial! I do have a question though. I followed your eyelash tutorial and the hair material from adding hair automatically generates a hair look. But for this, the guide geometry doesn't get the same hair texture and is just blank. How do I get the hair mesh to render the hair material? Other than that, it's a great tutorial and thanks again.
whenever i add guides, they are sticking straight up. but i think - as you show - if you add guides WITH ALL GUIDES SELECTED, the new guides will adopt the shape of the existing guides. brilliant!
When you use the add guides tool there is a option called Interpolate. This is what makes the newly added guides match the other guides shape that close to them. I prefer to bring radius down to 1 and count down to 1 so I can add 1 guide at a time. Less guides there are the more Interpolation happends between them.
@@CGDreamsTutorials ah! thank you. that's going to be a big help. may i ask - i'm having a really hard time trying to create jaguar fur. i have a sphere w fur texture on it. i add hair and set Color / Surface ON. i render but the hair does not show the surface color (jaguar pattern). i HAVE been able to get this to work in the past but i can't replicate it. another issue i had (when it did work) is that my rendered hair was flat (literally flat shapes when zoomed in). if i selected Generate / Triangle, then i would get proper dimension but the color would go grey, losing the surface color. any tips for this? thanks.
@@artkiko4460 Jaguar hair will only work when you apply the texture map to the Hair Material within Colour/Root/Texture. You will need the hair short. The Generate will produce polygon based hair the alignment needs to set up correctly If you try to use Generate you wont get the Jaguar pattern come through as the hair object is for hair, not geometry. Once it becomes geometry it then needs a standard material added to the Hair object in which it will get its colour from that.
@@CGDreamsTutorials Aah! yes, adding the map to the Hair Material did the trick! the problem is that the rendered hairs look like ribbons. so i won't be able to do a closeup and i won't be able to get proper highlights and shadows, it seems. is this just a limitation of applying a map to the Hair Material?
@@artkiko4460 You must adjust the thickness accordingly, as well as the points.. Once you do this then you can get closer. Keep in mind you should always apply hair, or dynamics to a real world scale object. C4D is set up to work with real world scale as this effects materials, lighting, hair, dynamics.
Its the styling that saves the time, manually placing each lock of hair can be very time consuming, but different styles may need different methods. Even in this time we are in, no matter what system you use is a task to produce hair in CG.