Mens Hairstyles and Mustaches with C4D: Adjust Kink and Clump in the Hair Material

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Instructor Eric Reed

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  • Duration: 06:19
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  • Made with Release: 17
  • Works with Release: 17 and greater

Create naturally wavy and bunching hair with the Kink and Clump settings in the hair material.

Create naturally wavy and bunching hair with the Kink and Clump settings in the hair material.

Eric Reed is a CG Specialist with Hive-FX, a Portland, OR-based VFX studio. Hive-FX made a name for itself creating gruesome effects for the TV series Grimm on NBC. In that process, they've mastered all sorts of ways of turning people into monsters, including the use of Cinema 4D Hair. Other clients include Nike, Razorfish, Empire Green Creative, Wieden and Kennedy, Riddell and Microsoft.



- Hi. In our previous video, we split up our hair objects, our selections tags, and our hair materials. In this video, we are going to be making those hair materials make that hair look good. The first thing we need to do though is create a three-point light setup. So create a target light, grab your target, and move it to the center of your character. From the top view, let us position our light. If we control, click, and drag, we can duplicate those. Now, if we are going to object mode, with the move tool selected, we'll be able to adjust the outer angle of the lights by clicking and dragging on the yellow dot. So let's open these up. Now opening these up does not affect the hair in any way, but what it will do is affect the skin. Every type of light looks identical when rendering here, even point lights. Keep that in mind. Let us bring the fill down to 40 and also let's give them shadows. Hair treat shadow maps and area maps the same, but area maps will take 10 times longer to render. So for your final render for skin, use area maps, but shadow maps are better for testing. We need to go to the shadow tab and set this to 2000, the shadow map. Okay. Now we have our three-point light setup. We should also create a camera. Under your focal length, let us set this to 80-millimeter. Great. Let us also make a protection tag. In our render settings, let us make sure save is turned off but alpha channel is turned on. Now, if we hit Shift-R, it brings up our picture viewer. It also gives us a history of the images that we create. The first thing we see is how choppy the hair is. When we select our objects, remember we turned our partings on, we can turn those off now. Also, he's got almost almost no hair on his head. Let's increase that. Under the hairs tab, under count, let us give him 50,000 hairs instead of 5,000. That's better. That looks better, but the sides look sparse. The top looks okay. Let's increase the amount of hair on the sides. Let's try 75,000. That looks better. Now, for the hair on the top, it looks really smooth but also lumpy. Let's adjust our hair materials. Let's grab both of them for now. Go to kink. Give it a test render. If we go to the properties, we can see that kink is set to 30%. Let's try 8%. Also, with the spline, you see that the beginning is set to zero and the end is set to one. That means that the base of all the splines won't have any kink, but the tip will have 8% kink. Let's raise this up so it's evenly kinked across the entire spline. That looks better for the side hair. For the top hair, it looks fluffy. Let's grab only the top hair. Let's lower this to 5%. Okay. We also can go back to basic. Let's turn on clump. Let's set the count to 100% and the clump to 100%. Let's try a variation of 40%, a radius of 2, and a variation of 1. That looks a little better. When we see his hair, he's got larger clumps, but he's also got small clumps. C4D doesn't give you the option to layer clumps, but what we can do is if we go to our hair top, under hairs, in interpolation, we could turn on clump here. This option will clump per spline, from zero to one. We don't quite want one, just bring it down a little. Also, you can see how many clumps he has. We need to offset this with more guides because it's a clump per guide. Let's go in and start creating some. Let's regulate the length and shape them.
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