3D World

STEP-BY-STEP Model HAIR with ORNATRIX

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01 create your SHAPES

I created a clean mesh for each part of the hair on top of the shape I wanted, and then split the shapes into strips using the Detach tool in Maya. It helps to have the strips created as quads so that Ornatrix can properly interpolat­e how best to generate the hair. If you sculpted the hair shape beforehand, the easiest thing to do would be to decimate and retopologi­se it in Maya.

03 control THE Direction

For strips pointing the wrong way, I used the Editing tool; I selected these strips and rotated them. This was important in order to maintain consistenc­y in the direction of the nodes. These were controlled with easy to use ramps. For more precise control, I clicked the arrow to make it bigger. The points control the profile of single hairs for radius, or the whole style to control the frizz volume.

02 edit your ATTRIBUTES

I used the Add Hair From Mesh Strips in the Ornatrix shelf to generate my hair. This gave me a node, hair, and attribute editor. Here I was able to edit attributes like volume, hair number per strip and distributi­on. I added a frizz, render and detail node. Frizz added a bit of variation, render determined hair radius and detail determined how smooth it was when rendered.

04 apply a SHADER

I used Arnold to render, and when I was satisfied with how the hair looked, I applied an alshader using Ornatrix. The settings I used are above but you can find more in-depth informatio­n on how to use the shader online, depending on your preference. I found Ornatrix very intuitive to use and I’ll definitely be using it again in the future.

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