WEBVTT

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Welcome to adding random nurse with children in this video.

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You'll adjust the particle settings to get a more realistic and less uniform hair appearance.

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So let's hop straight on over into blender.

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Okay so we have our bunny in front of us and I'm just going to switch across to the 3-d view.

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Okay.

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And let's focus on just one particular part of the bunny at the moment and let's focus on the body itself

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so I'm going to turn the other particle systems off.

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So it's nice and quick to move around.

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Now at the moment our bunny has a very uniform look to it looks very shiny very sleek.

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Now tear tends to be quite uniform when it's shorts.

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But you still have these stragglers roaming about.

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But you can also have tuft's.

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I mean hair isn't going to be completely regular as if it has been combed.

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Especially on a wild animal.

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So we're going to have to add a bit of randomness into that.

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So on the part cool properties over here we've got a selection of options under our children.

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So moving further down from our display and our renda Settings here the seeds etc..

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Long hair.

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Well we're not gonna use that because it is relatively short here.

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But you would use that option if you approve it.

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Perhaps making a lady and you wanted long hair you know going down to the waist line rather than a short

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bob or something like that.

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Anyway back to this here so klump.

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Now this goes from minus 1 to 1.

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And when it's set to minus one that means it will clump together at the root.

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And in this case it will mean the children clump together round the parent close to the skin and then

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radiate out from there when it's set to one it's the other way round it starts further away in clumps

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together at the tip of the hairs.

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Now this doesn't seem to be working at the moment so let me investigate why it's not working.

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Have I come across a bug or have I forgotten something.

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Okay so I've just worked out what was going on there why those settings weren't changing for me.

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That's just simply because I had the wrong particle system selected here.

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So even though the body hair was being viewed I had actually Selecta chest hair.

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I've made some changes as I was feeling about so I'm just going to open up the saved file I'd made and

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I do suggest at all times you keep a regular save going on.

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Let's go back to where we were before now with body hair here.

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That's a good learning for us all.

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So let's have a look at our bunny and let's let's hide the properties and tool shelf so we can see more

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of our lovely body.

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Okay so we were talking about the clump of the clump value at negative one clump sit at the base and

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at positive one clumps at the end.

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Now that I mean that looks a bit silly but might be good for grasses because they tend to clump together

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at their roots and then come out from there.

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And if you had a wet rabbit it would probably have a clump value of one as hairs do tend to clump together

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when they're wet.

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And I'm going to render that.

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So I want to see if it does in fact look like our bunnies gotten a little soggy.

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It does indeed it looks either wet or greasy.

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Okay so let's hop background to the 3-d view.

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And we probably don't want it clumping together too much but since hairs clumped together naturally

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having a little bit of clump does add to this sort of realism of our model.

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So looking at the length here well if we set it down to zero it makes them all very short.

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And the threshold under neefe Simply tells blender the percentage of hairs that are at this lower value.

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So that's good.

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If you've got a lot more hairs in here for making sure you've got a variation in hair length.

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So if I reduce that ever so slightly and then have the threshold not all the way down here.

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Not all the way at the top but somewhere in the middle we get a nice compromise so let's have a short

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length and the threshold of ones that like fat quite high.

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There.

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So partings not going to give us too much of a difference in our model but we can see it does make a

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slight difference to the hair itself.

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Now uniform the roughness.

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These are all roughness settings here.

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So we've got the uniform ness of it and it's currently set to zero.

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And if we play with extremes here so we just slide that up gradually to one you can see it gets increasingly

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more and more scruffy until it goes over one and carries on going.

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And that's a very very fluffy bunny.

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So this is basically telling blender how disorganized is going to become the size here.

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As you can see causes a few ripple effects and gives us the size of the disorder.

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So if you imagine the hairs themselves if you had a metre long hair and the size was high it would.

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Be disordered.

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But it would ripple in a very long ripple.

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But if you pull the size back down it causes this disturbance it looks like a ripple at the moment doesn't

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it as it's going down but it causes more and more and more kinks in the hair.

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It ends up a very scruffy Bunny.

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So we render it out whilst it's looking like that it's going to look not like it did before it's actually

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going to look like a very rough matted hair as we can see here.

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And in fact it does look more matted than the head does.

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So we can use that to our advantage as well.

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In this case that looks again is gone too far.

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I don't think a rabbit would ever have hair that looks like a bristle brush.

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So again let's go back to the 3-d VIEW.

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We're going to set the uniform here.

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I'm going to play with these figures just a little bit and probably make it just a little bit fuzzy

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but not much.

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Now the end point that changes how the end of the hair the very end of the hair itself is actually being

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roughed up.

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So it changes the direction of those very end hairs.

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So we look towards the end of hairs and I move this.

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It deviates them around and you see because there's a lot of children there.

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It tends to move everything around at once.

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So we've got to be careful about not creating escorts of a wave pattern going on.

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Plus we certainly don't want that.

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But having a little point there does change it.

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How the shape itself determines where on the hair that it starts are actually changing so at zero it's

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going to start changing at the base.

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And we can see there it's moving the whole hair about.

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And if we increase that up is going to change the very very ends of the hairs instead which gives them

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again a much more realistic appearance random.

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Now this as you can probably guess adds randomness to our model.

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The higher we increase the randomness the more scruffy our model will get.

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And then we've got to size value.

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So if we change the size value that changes how does the same the size on the uniform it changes how

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much randomness is across the whole hair so the larger sizes the more the randomness is spread over

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the hair rather than lots of little changes in the hair.

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So if we change the size all the way down we can see it becomes very very disordered.

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However if we change it up it comes more and more back into being uniform.

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And of course we want probably a little bit of that in our model as well.

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And the threshold of course very similar to the threshold with the length when it's at 100 percent here

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or 1 then none of the hairs none of the particles are left untouched by the random rough amount.

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But if we decrease that's more and more particles or more and more hairs.

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In this case become randomized.

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So let's just have a quick look in the rendered image how our bunny is looking.

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So it's certainly looking a little more rough around there.

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But I do want it to be a little more fluffy.

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So we're going to have to experiment with here so I think I need to up the end point disorder and that

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set that value perhaps at one and this one at point two.

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All that might be a bit fluffy.

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So said it appoint one.

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And let's go and render again.

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Doing this over and over again it's not a bad thing you're going to have to have a look.

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And the reason why I'm going straight for the rendered mode rather than viewing it in the viewport is

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because if I view it in the viewport I'm not seeing all of the hairs involved.

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And we still have this bald patch on our bunny just here so I'm going to go ahead and investigate that

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now and see what's going on.

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So we're looking at it from here and I can see straightaway that there is a lack of hair around there.

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Couple of options that we can do with that because I don't want to have to restyle the bunny just yet.

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Let's just see if it's a virtex issue so let's go in select the body.

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That's what we're doing.

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So we've got that selected.

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And let's go into white paint and just add I've assuming I've got ADD turned on.

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Yes.

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And I'm just going to go in here and add more hair to this area.

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It just in case that's not enough.

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And see if that covers up half poor rabbits bold spots.

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So let's go back to work.

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We can just render it now and see if that solve the issue if it hasn't we might have to change some

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of the options perhaps just increasing the number of children ever so slightly so that's still not covered.

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That area there.

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So let's go into the particle options and can we increase the number of children we can I'm going to

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try going up to 150 on the final render and seeing if that makes a difference.

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So I'm not liking this bald patch.

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I thought it would be relatively straightforward to cover it up but it doesn't look like it's being

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relatively straightforward.

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So this here is getting better now.

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However I think the issue may be that the hairs are actually pressed to fight against the rabbitskin

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possibly even an Engro or it looks very rough there as well.

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So let's see if we can go in and particle it.

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Oh we don't want it at length some risks to undo that let's go and comb it and just move it back a little.

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That seems to be a quite had a lack here of parents.

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This part of our model.

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So one of the other things that we can do just to help us with covering up this bald spot in general

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seeing a better impression about what's going on if we look over on the tool shelf with the tools tab

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selected scroll down we will see children.

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And if we put a tick in that we can see how the particles are actually looking in this case the hairs

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including the children which is very very useful.

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So I'm going to try playing with the seed of children just a little and see if that sorts out are boldness

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problem that indeed looks much better.

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Brilliant.

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Okay guys it's Challenge time.

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Id like you to alter the remaining particle groups.

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So add some further styling to the rest of the bunny.

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So make some of the other hair on my head perhaps make it a little bit more frizzy etc..

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It's up to you how you do that of course.

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Now make the chest hair and whiskers a different colour.

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Now I suggest white in this case when you render it you may find it comes out a little grey.

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Don't worry about that.

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We'll sort out the colouring in a later lecture.

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And finally a little hint for you.

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You will need to create another couple of materials underneath the rabbits or bunny mesh.

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Pause video now and give that a go.

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Okay guys.

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Welcome back.

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Let's hop straight back over into blender.

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Right so the first thing I'm going to do here is just create the materials.

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So we need two materials.

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I'm going to click this one here and actually select brown fur for both of them.

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Now there currently there's three uses of brown fur which you can see one two three.

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Now I want to make them unique users so I'm going to click that three and now that three becomes a two.

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And I'm going to call that white fluff and I'm going to call this one here whiskers in case the whiskers.

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We decide to do something else with later Ron and we go in to set the colour to white.

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You can do that quite easily by the way with the hue saturation and value of hue and saturation as nothing.

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And the value as one that would be pure white and I'm going to do the same with the white fluff here

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arguably I should have made one of them white and then copied that one.

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But there we go that's done.

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So we need to assign those materials to the appropriate particle systems of the chest down here on render.

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We're going to select white fluff and the whiskers we're going to select whiskers.

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Perfect So that's all those set up.

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Let's have a quick look how that is looking.

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Oh dear.

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One day I will hop into the right mode you can't render in particle edit mode it doesn't show us our

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hairs properly.

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So let's see how that's going to come out.

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Probably find that they will come out a dark grey which they have done that's not a problem at all we

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can sort that out in a bit um just want them to be a different colour at the moment perhaps a little

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long.

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I will make them shorter so chest it looks like I've edited them at some point.

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Let's go into 3D view here.

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Oh they're hidden So let's turn them all on so we can see what's happening.

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So let's see if we can fluff out this chest area.

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Let's try less hairs.

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Let's try 400 hairs with a length of point to five.

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And let's just try actually fluffing them out.

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So if I come down here and uniform point one a bit of randomness in there as well and the end points

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let's make the points a bit scruffy.

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So that does look a lot more fluffy and I'm happy leaving it like that for the moment.

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And the threshold of randomness.

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Well let's not make everything random about 40 percent they'll be absolutely fine.

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Okay so that's those bits.

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They're done let's make the head go up here and again you can spend as much or as little time on this

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as you'd like.

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I'd like the head to be relatively smooth so I'm going to add in a randomness value of one I want it

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to be totally random.

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No I want to increase the threshold now so that some of the hairs are completely maybe random of one

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is a little too much that's just adjust the size here.

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Let's turn the random value down as where a lot of this is a bit of playing as well.

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So the larger the size the better it's going to look over ride and there's a still a bit scruffy that's

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lower the randomness have the ranton was quite low and the size one that's looking pretty good may have

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to read brush.

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If I make it to random because you can end up starting to see through your model.

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And let's add a few more parents.

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I don't know why I just feel like any more parents now we're going to have to go to free edit at this

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point and just top that up a little Thousands are going to be too many maybe 15 hundred.

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So occasionally you will have to do this back into particle edit and basically brush your rabbit again.

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And of course taking the brush around the eyes down here.

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Pull that back.

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Pull this down here onto the body.

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Now depending on how much time you spend doing this will change how your rabbit looks quite significantly

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actually because it alters everything it alters the whole feel of your rabbit.

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So I'm just here making the hairs go round.

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Now you'll notice that when you're brushing you sometimes have to pull around lots because it brushes

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relative to where you're viewing from.

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Not necessarily where you think it's going.

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So if I'm not careful just brushing straight up the rabbit's head here we'll end up with a queef.

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But that looks good to me.

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Let's see how that renders.

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Oh dear I've done it again.

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Let's hop into object mode and render that out.

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Okay I'm liking the look of that we've got our collard Wisconsin that we can't see at the moment obviously

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because there's a background there and looking at the there's a nice sheen to the ears themselves.

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The rabbit's head is fluffy enough that's great.

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This is all looking really good so far.

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How are you guys getting on.

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I'd love to see how your rabbit is coming along.

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Please share in the discussions and I will see you guys in the next lecture.
