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ResPower Super/Farm - Blender Tutorial : Particle System for HairBy: Cory KingEdited By: Sarah GatesOverviewThis is a tutorial for using the particle system in Blender 2.46. This tutorial covers the basics of generating hair using particles in Blender. It is mainly aimed at those who have little or no experience with these tools. Plenty of screenshots and intermediate .blend files will be provided so that readers can follow along and a .blend file of the finished product will be provided at the end. While my aim is to provide some insight for those interested in using Blender, I am by no means a Blender expert. I will almost assuredly do some things in the most inane and impractical fashion you can imagine, so be prepared. My goal here is to get something that works well enough, not to change the world with groundbreaking new techniques. You can obtain a printer-friendly version of this page by clicking here . Some preliminary steps before you begin:
Getting Started
The Head - ![]() Got it? Good.
Creating hair meshes -
![]() ![]() This should give us a nice nice little glimpse into the future. Now, we need to move these faces into their own object so that when we apply hair to that object, it will only show up where we want. So, with faces still selected, hit Shift+d to copy the selected faces, then right click the mouse so that you don't move them anywhere. You will get this. ![]() Now press 'p' and choose "Selected". ![]() What happened? Your faces disappeared. As usual, you did something wrong... ok, no you didn't. In fact, your faces are still there, you just can't see them because you are in edit mode, and edit mode only shows the faces, edges, and vertices of the actively selected object. Since you moved the faces you selected into a new object, they don't show up. So move into edit mode by pressing 'tab' and POOF! ... you still get nothing. Never fear. I have not lead you astray. Your new object is there, you just still can't see it. This is because the location of your new object is still in exactly the same place as the sphere you split it from. To select your object, move to back view (Control + numpad 1) and start right clicking where your mesh should be. It may take a few tries, but you should get something like this. ![]() To avoid confusion from here on, with your hair object still selected, move into top view and scale the mesh up just a tiny bit so that it isn't exactly on top of the head. The difference won't be noticeable in the finished product, and it will make it much easier to find and select your hair object in the future. Now you will have something like this. ![]() At this point, I should tell you that these steps are done here just a bit backwards. It might be more useful in the future to copy your mesh, scale it immediately, then move it into a new object. I did it in the order of copy, separate, scale here because I feel that's a more natural way to think of the process, and thus a better way to learn the steps. The choice is, of course, yours in the future.
Particle Man -
![]() This is a good place to hand out a .blend file since all we've done up to this point is regular Blender modeling, so happy birthday, here's your .blend file. Now, time to add some particles. Move into object mode and then into the object panel (F7). Blender 2.46 has a few buttons just to the right that look like ... well they don't really look like anything but buttons, but if you hold your mouse over the orange and yellow one, a label pops up that says "Particle Buttons". Click it and you'll notice there really isn't much in the panels to begin with. This makes sense, since particle simulations really shouldn't be enabled by default. There is a panel called "Particle System" with a button that just says "Add New". Click it and you get this. ![]() We want hair particles for our hair (obviously), so press the button that says "Emitter" and change it to "Hair". Bump the spinner labeled "Amount" up to about 25,000. We want this guy to have thick hair on the sides. ![]() In the physics panel, hit the normal button once. Your head now has hair! Click on the random button a couple of times to make his hair look a little more loose. If you get jumpy and hit the render button now, you will get something like this. ![]() It's not bad, but it's also not what we are looking for. To fix this, we will texture our object to get a nice variable brown color to our hair.
Texturing -
![]() ![]() Really all you need to change is the three color selections and the specularity tuner. We want our hair to be completely brown with very little shininess (specularity). Render, and you'll get something like this. ![]()
Salt and Pepper -
![]() With this technique of layering different patches of hair, you can get just about any kind of hair you can imagine. Here's the finished .blend file.
Conclusion -
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