All right let's go ahead and take a look at the hair particle system and the hair particle system can
be used for many many things including obviously the hair for your character.
You can use it for fur on animals for your rug for the carpet.
A sweater has you know lint on it or a little hair particles on it you can use a hair particle for any
of that kind of stuff that you could think of that would have some kind of hair or fur on it.
So let's take a look at the different options and settings that we have.
If we go ahead and x to delete this shift and mash U-V sphere.
Now going to the particle system or a new particle new and let's change it from emitter to hair.
All right.
Awesome.
Now keep in mind as well.
If I had zero to go into camera view and this is something keep in mind for the last Torrijos for the
last tutorial and any other tutorial really if I hit 12 right here you can see it looks like that which
looks kind of terrible it's looks like a bunch of tiny little cylinders sticking out.
The reason for that is because we are in the blender renderer which is the old engine of rendering that
is kind of outdated.
So always make sure that your are in cycles render if you're going to be rendering things and you can
see that for the most part the options are pretty much the exact same thing over here now and we have
a couple of other options like the cycle's hair rendering right here.
If we have 12 now and cycles render you can see that we get a much softer nicer result.
So for your emitter as well when you're going to be rendering make sure you're in cycles render.
For that matter.
All right.
I'm going to hit escape to close that off because it's taking too long.
And now let's take a look at the different options that we have here.
First of all let's select advance because all the options are most of them are under this tab anyways
and right here the number amount.
Can you guess what that does the number amount is obviously the number of hairs in our mesh.
Hair length is the length of our hair.
I mean I'm kind of stating the obvious here.
I know but.
And then the image is you could choose vertices or faces just like our emitter particle system and the
distribution whether it's random or jittered or hasn't even distribution or not.
All right down here we have a hair dynamics which is really cool if we hit all day.
You can see nothing happens.
Now hair dynamics what that does is just like before when we had added a physics rigid body to our cubes
here.
You can add you can make your hair so that it's dynamic and basically interacts within itself and acts
like hair basically just like with our cloth simulator.
So if I knew if I enable this and hit all a you can see that now we have a nice long flowing hair.
Pretty cool.
And you can grab the ball and move it around of course.
This is like the Baywatch sphere over here.
We got our nice flowing mane of hair.
All right going to close and stop the animation.
And here we have all the different options that we had looked at before which pretty much do the same
kind of result for the hair as they did for the cloth simulator.
Now we are the velocity which is just like we had seen before.
Emits it or makes it longer on the normal velocity and we could choose which access it's going in if
we choose to do so.
Over here we have random which will basically twist and turn them in a random direction and in a random
way.
And the object tangent and rotation don't do anything for now because of the settings that we have although
tangent does kind of it basically gives a different rotation than its starting rotation where it's just
protruding protruding straight out of the mesh.
Over here we have rotation which rotation actually won't do anything right now but we will take a look
at how we can use this option for something else that is pretty cool.
Under here we have the physics tab and here again if you press these you're going to think that's not
really doing much although the Brownian definitely does something.
But for example the drag you could see it's not doing anything.
And this does do something but it will be when the hair dynamics is enabled.
And if you hit Alt A This will be basically the amount of air drag on there which we cannot see.
While it's just stationary and still over here we have the size.
So this basically as you can see would be the size when we increase our object here not doing anything.
But again we will take a look at that how it affects our mesh later and this is the random size which
we will use with the particle for something else in just a bit or in the next tutorial but we could
definitely use the Brownian which basically gives our hairs so that they're not completely straight.
You can see that right here they're just straight boom the Brownian basically curls it up and gives
it more of a twisted look so it's not just a straight strand So pretty cool with the Brownian now we
have down here of course we have the die on head etc. like we saw before.
Down here we have the display.
No I want to go to the children so the children here are pretty cool.
And the simple one is actually not the best one to use because simple what it does is it clumps it together
so simple.
And I'm actually going to turn the Brownian down to zero so you could see it better.
The symbol will take one strand and then add the children's strands right next to it so will clump 10
other particle strands around that one strand which can look good but it looks a little clomped interpolated
basically interprets it or takes one strand and then another and then fills out the in-between with
the children.
So it's much more evenly distributed and between the two strands right here we have the display.
So the display is set at 10 but render is set at 100.
So it will actually render out 100 of these so that would look like this which is a lot.
So I'm going to turn this back down to 10 so that doesn't break my computer and I'm going to turn the
Brownian back up because I do want some some randomness to it.
And for it to not look completely straight.
All right and then we have all the different options here which are basically kind of the same as the
other ones but this one these ones affect the children
closing that we have the field weights here of course.
And for example again these will be in effect when you actually put the head dynamics or dynamics on.
You can see if I hit gravity nothing happens but if we go ahead and turn on the head dynamics hit all
of a you can see that right now the hair is falling.
Once I reset my animation back to the beginning you can see that the hair is falling down.
However if I turn the gravity off reset it you can see that the hair is no longer falling because there
is no gravity.
Pretty self-explanatory.
So again those would take into effect when you have the hair dynamics on.
And we have the wind factor and all the other ones for the force the Forsett forcefield that we want
here we have some forcefield settings.
Virtex groups here you could determine the density of it the length of it.
So if you want for example hair to only be on the side of the sphere you would at a vertex group and
assign these vertices to it and then select that vertex group from here.
And then there would only be hair sticking out from that vertex group or more density on that vertex
group.
Pretty cool.
And then here we have custom properties textures and the cycle's hair rendering Tabaret here.
Now what we want to take a look at is how this is rendering so far.
I'm going to go ahead and go to a file user preferences system and turn on my graphics card rendering
by selecting my graphics card here and then going to the render tab and selecting sheepy you now going
back here if ii.
I'm also going to turn the children down a little bit.
So under children which is right here I can turn the render down to 20 that zero to go on camera view
let's I'm actually going to scale that hair down a little bit.
So the hair length let's bring it in looks a little all over the place.
And I non-normalized Well all right zoom out a bit and 12 to render.
See how our hair ball looks like.
And I'm going to pause it quickly and let this render out.
All right so that's what it's looking at.
Pretty interesting except it's kind of gray on gray background.
So what we can do is hitting F 11 to go back here.
We can actually add a material to our hair particle system going to the material tab.
Let's click on new and let's make it while you can make it whatever color you'd like going to make it
red and then hit 12.
Once again to render it out.
All right so that is how our hair ball is looking pretty interesting.
It looks like a ball of yarn that went crazy.
In fact I could see this thing with a pair of eyes and a pair of teeth for sure.
All right.
Now let's go over here.
Let's go back to the particle system and down here we have a couple other options.
If we look at this and it might be hard because it's a little messy so I might have to tone it down
a little bit.
Ray your route thickness is basically the thickness of the root of the hair.
As a name would imply if I turned this down and you might not see it here because it's actually not
going to affect it it's not going to affect it.
With the strands here but in the render if I change the root and I'm going to exaggerate it like crazy
to let's say 70 now let's even go not that much maybe 30.
If I go back to my render tab and render it out you will see that the root of it is much thicker.
So it gives a really interesting and cool result now actually because now instead of just being a thin
tiny piece of hair which looks like you know a piece of string which I guess hair would look like that
but it looks kind of stiff.
And and yeah very very sharp here it's more clumped together.
And of course the root is a lot thicker.
So you can see we're getting a pretty interesting result.
In fact it looks I don't know.
I mean I mean I like abstract artwork I don't know about you but this looks pretty cool to me.
You can get some pretty cool interesting looks to this.
And of course if you were to animate it that would be even cooler.
All right going to escape to close that off and then adding F 11 to go back.
So that's the route.
And of course the tip does the same thing for the tip.
So if I increase this you can see that again and the viewport doesn't do anything.
But if I go back to here hit F 11 to go back to our render tab and by the way you could render different
images in different slots and basically the way that you do that is going over here.
Once again you could choose which slot that you want to render And so you could have different slots
to compare your pictures are going to get to slot three hit F 12.
To render that and just show you what it looks like.
Of course you might have guessed the tape will increase the tip of the of of the particle or the particle
and the children of it.
So you could see kind of a difference between these two.
Here the tape is thinner and here it's thicker.
And here we just have strands all the way through.
All right.
So right here also you could make it close the tip.
So it will basically even if the tip is increased like here.
It will tapered off into a closed shape.
So until like a law pointed tip if I take this off you will see that the tips won't be closed off and
it will actually be kind of a empty open a cylindrical shape as you can see here.
It's just a cylinder which is open and it's not closed off.
So it gives it a very interesting and strange result.
All right.
Ladies and gentlemen now that you can whip your hair back and forth.
Let's read our quote.
Look at the sun beaming every day.
It doesn't care if clouds get in the way.
It just keeps doing its thing and lights up the sky not wasting time trying to figure out why.
Because it knows what it's here to do.
And deep down inside.
So to you.
All right ladies and gentlemen have an amazing one.
Take care.
Ciao.
All law.