Mens Hairstyles and Mustaches with C4D: Add Variation to the Length and Scale Hair Material Channels

Photo of Eric Reed

Instructor Eric Reed

Share this video
  • Duration: 05:20
  • Views: 1696
  • Made with Release: 17
  • Works with Release: 17 and greater

Fine-tune your hair material to make your hair look more realistic.

Fine-tune your hair material to make your hair look more realistic. Add segments to your hair, adjust specular settings, and tweak clump values. You will also learn why length and scale are important for creating realistic hair.

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.



- Hey guys, in this episode, we're going to delve deep into the hair materials and start getting the material itself looking really good. Okay, let's get started. We need to tighten these clumps. There's two ways we can do it. First, let's try lowering the kink even more. And second, let's raise this. There's problem areas. This looks really bad. That doesn't look great, but overall our spec looks terrible. Let's adjust our specular. Grab both materials. Let's bring the strength down to 30, but the sharpness to 200. For the side material only for the secondary, let's bring this down to 20. Let's give that a try. This spec is starting to look better, but we have very large clumps. Let's increase our small clumps. Let's try increasing the radiance to three. Also, under clumping, let's raise our limit. That way our clumps won't be cut off. That looks a little better, but we can see how choppy the hair is. Let's go into our hair material. Under Hairs, lets increase the segments. Let's try 24. That looks better. Let's try breaking up the length a little bit. We go into our hair material. Let's turn on Length. In the length options, we can see that its set to 100% with a 20% variation. Let's see what that looks like. That seems broken up a little more. Let's try a different method. Let's go back to "Basic" and let's also turn on Scale. The same options apply. Let's see what that looks like. That looks much better. Let me explain why those look so differently. Let's create a new scene. If we have a plain and we add hair, we can see that they're all straight. If we come into here and we give it a length variation of 100, we can see that it goes from 0 to 100. Let's turn this off, let's turn on scale. Let's also give it a variation of 100. It goes from 0 to 200. This gives us a far greater variation of length because it goes up and down. So when we head it to 20, we got some that are longer and some that are shorter. So going back to our scene, we probably don't want 20% for variation. Let's keep it down to...let's try 10. An important thing to note with C4D's clumping, whether you do it through your hair material or your hair object, is that it always processes the clumping first and adds kink and frizz and length and scale afterwards. So, if you have a fully clumped object, but you add frizz to it, it'll un-clump the end. Same with scale. If our scale has too much of a variation, our clumps will cease to exist. So, you have to find a balance. The material itself is starting to look good, but we need to go in and do a lot of work on the guides. In the next episode, we're going to really dial in the guides and get the top hair looking finished. See you next time.
Resume Auto-Scroll?