CABE () Design and Access Statements – How to write, read and use them, London Department for Communities. ?id= CABE #search=%22design%20and%20access%20state. CABE (), Design and Access Statements – How to write, read and use them’, London Library/pdf.
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Each preset contains all current Modify panel settings except Display settingsbut not any styling information. If an object is animated, Hair uses its state at the first animation frame. Assetpibrary styled hair was brushed from the center, and the instances align perfectly in all directions, face up, without twisting or other distortion.
It’s also advantageous when you change the size ratios of polygons in the growth object. Assetligrary this with the previous illustration, in which the pivot rests at the base of the source object. Hair and guides are recombed by the spline object white.
The hair geometry is not instanced from the original object, but all hairs created from it are instances of each other, to save memory. For example, in the following illustration, the original orientation of the source object affects its orientation when it is used as hair strands.
To load a preset, double-click its swatch.
Load Opens the Hair Presets dialog, which contains a list of presets in the form of named swatches. Rotating the source object affects the hair orientation.
Hair deformed by the spline. When off, the growth object’s material 803 applied to the instanced hair. On the right, Merge material was turned off, so the flower-hairs took on the material of the flower pot growth object.
Copies all hairs to a new, single spline object.
Copy Copies all hair settings and styling information into a paste buffer. On the left side, Merge Material was left on, with the result that the flower model retained its original material and coloring when used as hair. Spline cage formed of two spiral spline sub-objects. Hair And Fur Presets dialog. To use a different instance object, or to use a modified version of the original object, click this button and then pick the new object. For optimal control, position the splines fairly closely together and use as many as possible.
Here you can also specify an object from the current scene to be used as hair, such as a flower or group of flowers for creating a garden. The next illustration shows the effect of the Merge Material checkbox. Lets you specify an object to use as custom hair geometry. The spline can be a spline cage: Click to choose the spline you will use to deform the hair, then assetlibarry the spline in a viewport, or press H and use the Pick Object dialog to select the spline.
Lets you use a spline object to style the hair. Also, bear in mind that the instancing engine will be deforming your model as it fits it to the hairs. This tool is particularly asseglibrary for creating a specific style and length, such as short hair with a part on the side, without having to manually groom the hair in the Style dialog.
Close-up view of instanced hair.
If you deform the spline near the base of the guide, you will move the spline away from the base, because the base is fixed and will not follow the deformation. The original styled hair.
Tools Rollout (Hair And Fur)
You’re prompted for a preset name; after entering one, Hair renders the swatch, as shown by a message on the status bar. Click this button and then select an object that is made up of spline curves.
Pastes all hair settings and styling information to the current Hair-modified object. Thereafter, the button shows the name of the object you picked. This lets you apply all hair settings from one object assetlirary another. Even hair distribution before resizing polygons. Animating the spline for example, by animating the position of its vertices animates the deformed hair, but not if you later alter assetliibrary hair position by styling.
This rollout provides tools for accomplishing a variety of tasks with Hair, including creating a hairstyle from an existing spline object, resetting the hair, and loading and saving general presets for the modifier as well as specific hairdos.
The spline picked to deform hair. This includes animating a asswtlibrary applied to the spline. Lets you copy and paste hairdos. Opens the Effects panel and rollout and adds a Asetlibrary And Fur render effect to the scene, if one doesn’t already exist. Opens the Hair Presets dialog, which contains a list of presets in the form of named swatches.
This can be useful; if the hair grows at an oblique angle to the growth surface, you can raise the pivot in the original model to make sure the instanced hairs will extend all the way to the growth surface. From left to right: Any part assetlibrarry your model that extends assetlibfary the pivot will intersect the surface. Spline deformation lets you style or animate hair by having it conform to the shape of a spline.
Tools Rollout (Hair And Fur)
Instance Node group Lets you specify an object to use as custom hair geometry. The merged material is instanced from the instance node, so that changing the original material affects the resulting material applied to the hair.
With instanced geometry, the Root Thick value affects the thickness of the resulting object uniformly along its height, while the Tip Thick value has no effect. Convert group Use these controls to assetlibrry guides or hair generated by the Hair And Fur modifier to 3ds Max objects that you can operate on directly. Make sure that your model has enough divisions along the Z vertical axis for the deformation to look as smooth as it needs to; the number of subdivisions should be approximately equal to the Hair Segments value.
You can abort the creation of the preset by clicking the Cancel button on the status bar during rendering. Paste Pastes all hair settings and styling information assetligrary the current Hair-modified object.
This makes it easy to style instances as scales, for example.