Combining Hair and MoGraph in Cineversity Brand ID: Basic Hair Object & Material Setup

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Instructor Ranger&Fox

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  • Duration: 03:34
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  • Made with Release: 18
  • Works with Release: 18 and greater

Start to build the foundation of the hair system in an isolated setting, adjusting parameters for length, hair count as well as color.

This is the foundation of the system we’re looking to build, starting off with a polygon, we’ll apply a hair object to the polygon and prepare our hair object. Setting the hair length and hair as guides as will give us a single value to increase/decrease the hair count as we work. We’d like to see a little bit of color to the hair as we work, adding a gradient to the color hair material will be a great start.

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Transcript

Hi. This is Brett Morris. And in this video, we'll start with a clean piece of geometry, apply a hair object, and start to set up the hair quality we're looking for. Okay. So let's start with a clean scene. In this stage of the project, we want to work in a really isolated mode so let's just create a polygon and come up to our simulate hair objects, add hair. We're going to change a couple things before we get started and the first thing we're actually going to change the hair tab from root auto to as guides. And before I change that, I'm just going to show you why we're doing it. As you can see we've got four hairs in the editor, but if I hit render, we've got a substantial amount. I've actually got 5,000 hairs there. So if we switch this over to guides, what we render is what we see in the editor view. So all of the control is set here in guides, and as you can see, our root is polygon vertex. If we switch that over to polygon area, the distribution of hairs is random along the geometry that we're using as our polygon that we selected when creating the hair object. So now if we increase the count to say 500, the guides in the editor change, and as we render, it's one to one. Little things like this help with workflow because it gives us a much clearer idea of what we're working with and we can predict what we want to render as we're seeing it in the editor view. We can also increase the numbers quite substantially and we can get back up to that 5,000 range and rendering is super fast. We still have great feedback but it's a little bit dense and looking at kind of a dark space in the editor is not super helpful all the time. So it's great to be able to increase and decrease this amount depending on what stage of the project we're in and it just allows us for really good feedback in the editor to make all the decisions that we're going to make along the way. The next thing we'd like to change is actually a little bit of color. By default, we're looking at this sort of brown tone, but if we come over to the hair material, let's go to the basic tab. We actually want to deactivate specula. And then if we come over to the color tab, I'm just going to remove these knots because I'd like to just start from scratch. And if I click anywhere along the gradient, I can get a new knot and now I can just start my color gradient from scratch. So we're going to go for more of a blue gradient tint, complementary to the Cineversity brand colors, and let's start off with kind of a dark blue, create another knot, a little bit more saturation, a little bit more value to it, just the hue, maybe a little bit more blue. And I'm not looking to find the exact numbers at this stage. I'm just looking to basically just create a nice little gradient fall off so we can clearly see darkness to lightness. And this will be a stylistic choice that we'll continue to develop as we go along, but at least for now we just have a nice directional flow of color that's starting to fit within the brand guidelines. So in this video, we started with a single piece of geometry, applied our hair object, and started to style the hair. In the next video, we're going to look at building our MoGraph set up by applying a MoGraph cloner along the edges of the piece of geometry.
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