Easy to Use ..
The above image is a normal Attribute
Editor Presets window with some of the
presets we include. These swatches get
rendered for you whenever you save a
Not Just for Hair and Grass
You can actually replace hairs with any
geometry you can model.
Integrates with Maya's render and 2D post
Shave's render, built into a volumetric
plug-in, obviously integrates tightly
with Maya's own. Unlike Maya Fur, it even
supports objects with transparency
Additionally, it integrates with Maya 2D
post process effects like depth of field.
Ray Trace Effects with the Maya render
(and other neat tricks)
Additionally, if you want to render the
secondary rays with Maya's render, we
handle that as well. Just turn the option
on and adjust the detail level. You'll
actually see ray traced cast shadows and
hair will show up reflections and
Go Texture CRAAZY ..
The above swatches are just a few of
Maya's procedurals applied to various
channels, the combinations are limitless.
You can also (obviously) paint these
textures too. Even animate them.
Texturing your hairy object all happens
inside Maya, You can apply any kind of
2D/3D shader to almost any channel, you
can apply textures, even separate UV
sets. You can Even texture dynamics
properties like Stiffness or Dampening.
Before (or after) you've even touched a
hair guide or a brush tool, you can apply
displacement parameters which can have a
great deal of effect on the hair's look.
Using mult/splay/friz/kink we make the
same set of hair go from wet to dry in
the above sample.
Shave works from a 3 dimensional flow
field bounded by something called 'hair
guides' (left). When guides are emitted
from a surface ( nurb or poly), a whole
field of them are created. The number of
guides relate directly to the number of
CV's in the emitting surface. They define
the general shape of the hair.
The actual hair (right), which can be
previewed at lower counts in the viewer,
is an even distribution across the
emission surface, and has nothing to do
with how many guides you have. Initially
the hair is grown as a straight
interpolation of the guides, and then
displaced by parameters such as 'kink'
Our density equalizer balances hair
population so that regardless of the
density of the underlying surface or
number of guides, you still get a uniform
distribution of hair as a base line. If
you want to fiddle with that balance you
can assign maps and shaders to our
density channel. Unlike other solutions,
we do a world-space barycentric lookup,
which is just a fancy way of saying it
doesn't require special UV's and will
work on polygons, nurbs , or any other
type of surface emitter.
An other types of guides are ' spline
guides'. For each Maya spline you select,
Shave creates a duplicate guide. Hair is
then evenly interpolated between the
guides (above) , interpolation can be
turned off as well.
THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the
brush tool and . recomb ', brushing along
complicated contours is as easy as
petting a dog (the above example was just
a few interactive strokes of the tool).
Creating so many guides assures good
local control on hair shape, and steady
dynamics. But controlling and combing so
many guides comes with it's challenges
too, which is why we include a custom
interface just for combing.
Each little guide is actually a kinematic
chain, it can either be modeled into
place, it can be just sha ken around, or
it can be dragged en-masse with a soft
Shave's guides have our dynamics engine
built in . From the moment you create a
guide you can dynamically grab it, move
it, shake it around... no complicated
mazes of menus and modes.
Skin Driven Dynamics
Shave's dynamics engine inherits all its
inertia directly from the skin of your
critter, NOT from general transformation.
This means that if you morph, move, or
deform - the dynamics of the hair that is
emitted from that surface will accurately
reflect the resultant motion.
Integrated Surface Collision Engine
Shave's dynamics engine also includes
full, lightning fast, surface collision.
We actually utilize Maya's own force
fields and add them into ours.
In addition to letting hair flow free,
you can also constrain any guide vertex
to the orientation of a surface. This is
not only useful for doing things like
making pony-tails, but is also a powerful
modeling too for things like braids. You
can bend shave's hair into any shape you
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