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5.1
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Hair - Render panel

Hair particles can be rendered as a Path. And it can render Objects or collections as the hair particles.

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Render Panel

Render Panel

Hair particles can be rendered as a Path. And it can render Objects or collections as the hair particles.

Render As

Render As

Render the particles with different methods.

All render methods

Show Emitter

Render the particle emitting mesh. This does not affect viewport rendering!

Render as None

Render as None

Don't render the particles.

Render as Halo + Line

Render as Halo + Line
Render as Halo + Line
Render as Halo + Line
Render as Halo + Line

Render the hair particles as a halo.

EntryWhat it does
ScaleThe size of the particles.
Scale RandomnessGive the particle size a random variation.
MaterialSet which of the object’s materials is used to shade the particles.
Coordinates System

Use a different object’s coordinates to determine the birth of particles.

Extra sub tab
Extra sub tab
EntryWhat it does
Parents ParticlesRender also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
UnbornRender particles before they are born.
DeadRender particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.

Render as Path

Render as Path

Render the hair particles as paths.

EntryWhat it does
ScaleThe size of the particles.
Scale RandomnessGive the particle size a random variation.
MaterialSet which of the object’s materials is used to shade the particles.
Coordinates SystemUse a different object’s coordinates to determine the birth of particles.
Path subpanel
Path subpanel
B-Spline

Interpolate hair using B-splines. This may be an option for you if you want to use low Render values. You loose a bit of control but gain smoother paths.

Steps

Set the number of subdivisions of the rendered paths (the value is a power of 2). You should set this value carefully, because if you increase the render value by two you need four times more memory to render. Also the rendering is faster if you use low render values (sometimes drastically). But how low you can go with this value depends on the waviness of the hair (the value is a power of 2). This means 0 steps give 1 subdivision, 1 give 2 subdivisions, 2 –> 4, 3 –> 8, 4 –> 16, … n –> n2.

Timing subpanel
Timing subpanel
EntryWhat it does
Absolute Path TimePath timing is in absolute frames.
EndEnd time of the path.
RandomGive the path length a random variation.
Extra subpanel
Extra subpanel
EntryWhat it does
Parents ParticlesRender also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
UnbornRender particles before they are born.
DeadRender particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.

Render as Object

Render as Object

Render collections instead of the paths of the hair particles.

EntryWhat it does
ScaleThe scale factor of the object.
Scale randomnessGive the particle size a randomness.
Object Sub tab
Object Sub tab

Choose the object to render instead of the path.

EntryWhat it does
Instance ObjectPick the object that you want to use as the particle.
Global CoordinatesUse the global coordinates of the object for duplication. This sets the particles to the position of the chosen object.
Object RotationUse the rotation of the object for duplication.
Object ScaleUse the scale of the object for duplication.
Extra sub tab
Extra sub tab
EntryWhat it does
Parents ParticlesRender also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
UnbornRender particles before they are born.
DeadRender particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.

Render as Collection

Render as Collection

Render the content of a collection instead of the paths of the hair particles.

EntryWhat it does
ScaleThe scale factor of the object.
Scale randomnessGive the particle size a randomness.
Collection Sub tab
Collection Sub tab

Choose the object to render instead of the path.

EntryWhat it does
Instance CollectionPick the collection that you want to use as the particle.
Whole collectionUse the whole collection at once.
Pick RandomPick objects from the collection randomly.
Global CoordinatesUse the global coordinates of the object for duplication. This sets the particles to the position of the chosen object.
Object RotationUse the rotation of the object for duplication.
Object ScaleUse the scale of the object for duplication.
Use Count
Use Count

Use objects multiple times in the collection.

Active Dupli Object Index list

The list with the objects from the collection. The number behind the object tells you how often this object is used in the particles, relative to the other objects.

Drag Handler

Drag Handler

The two vertical lines at the end is a handler with which you can expand the list.

Search Field

Search Field

You can expand a search field at the bottom of the list. Type in your term and hit enter to filter for your term.

EntryWhat it does
InvertExclude the search term instead of searching for it.
Sort by NameSort the List by name.
RevertRevert the list. The last list item becomes the first, and vice versa.
EntryWhat it does
Copy Particle DupliobjectDuplicate the current dupli object.
Remove Particle DupliobjectRemove the selected dupli object.
Move Up / Down Dupli ObjectMove the dupli object up or down in the list.
Refresh Dupli ObjectsRefresh the list of dupli objects and their weights.
CountThe number of times this object is repeated with respect to other objects.
Extra sub tab
Extra sub tab
EntryWhat it does
Parents ParticlesRender also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
UnbornRender particles before they are born.
DeadRender particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.