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.

Author: Vukasa Tojami
Country: Kazakhstan
Language: English (Spanish)
Genre: Literature
Published (Last): 16 November 2013
Pages: 197
PDF File Size: 10.40 Mb
ePub File Size: 9.84 Mb
ISBN: 782-9-25330-698-7
Downloads: 69235
Price: Free* [*Free Regsitration Required]
Uploader: Volkree

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.

Hair and guides are recombed by the spline object white. The styled hair was brushed from the center, and the instances align perfectly asseylibrary all directions, face up, without twisting or other distortion.

Clicking Recomb From Splines readjusts the hair but not the guides to align to the spline deformation better. For example, if you stretch part of the mesh by moving assetlibrxry vertices, by default the larger polygons will contain fewer hairs per unit area. For assetlibrary control, position the splines fairly closely together and use as many assetlibrarj possible. It’s also advantageous when you change the size ratios of polygons in the growth object.

Copies all hair to a new, single mesh object. Also, bear in mind that the instancing engine will be deforming your model as it fits it to the hairs. Instance Node group Lets you specify an object to use as custom hair geometry. This tool is particularly useful 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.


Tools Rollout (Hair And Fur)

Increasing Root Thick affects the overall thickness of the hair geometry. Close-up view of instanced hair. 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.

This function is particularly useful assetllbrary using Recomb From Splines. The original hairs are left intact. Hairdo group Lets you copy and paste hairdos. Several sample presets are included with 3ds Max. Compare this with the previous illustration, in which the pivot rests at the base assetlibrry the source object. Even hair distribution before resizing polygons. Presets group Lets you load and save hair presets.

Paste Pastes all hair settings and styling information to the current Hair-modified object. Any part of your model that extends below the pivot will intersect the surface. This includes animating a modifier applied to the spline. Animating the spline for example, by animating the position of its vertices animates the deformed hair, but not if you later alter the hair position by styling.

Tools Rollout (Hair And Fur)

Hair will then scale your model appropriately so that the height of each instance matches the length of the hair it has been applied to. 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.


Spline cage formed of two spiral spline sub-objects. Creates a new preset.

Copies all hairs to a new, single spline object. If you enter an existing preset name, Hair asks you to confirm overwriting the preset.

After using Reset Rest, distribution is again evened out.

Lets you specify an object to use as custom hair geometry. Select an object with the Hair And Fur modifier applied.

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. Convert group Use these controls to convert guides or hair generated by the Hair And Fur modifier to 3ds Max objects that you can operate on directly. The next illustration shows how increasing the Frizz Root value creates greater amounts of distortion in the resulting instanced hairs.

The Hair And Fur render effect settings are global, so even if you click Render Settings to open the effect assetligrary from different Hair And Fur modifiers, you’ll get the same render-effect settings.

Previous post: