CABE () Design and Access Statements – How to write, read and use them, London Department for Communities. ?id= CABE #search=%22design%20and%20access%20state. CABE (), Design and Access Statements – How to write, read and use them’, London Library/pdf.

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Increasing Root Thick affects the overall thickness of the hair geometry. Assetpibrary this button and then select an object that is made up of spline curves. Copies all hair settings and styling information into a paste buffer. Compare this with the previous illustration, in which the pivot rests at the base of the source object.

On the right, Merge material was turned off, so the flower-hairs took on the material of the flower pot growth object.

Tools Rollout (Hair And Fur)

This lets you apply all hair settings from one object to another. Use these controls to convert guides or hair generated by the Hair And Fur modifier to 3ds Max objects that you can operate on directly.

Even hair distribution before resizing polygons. Convert group Use these controls to convert guides or hair generated by the Hair And Fur modifier to 3ds Max objects that you can operate on directly. Hairdo group Lets you copy and paste hairdos. Also, bear in mind that the instancing engine will be deforming your model as it fits it to the hairs. For example, if you stretch part of the mesh by moving some vertices, by default the larger polygons will contain fewer hairs per unit area.

Tools Rollout (Hair And Fur)

The Hair And Fur render effect settings are global, so even if you click Render Settings to open the effect settings from different Hair And Fur modifiers, you’ll get the same render-effect settings. This function is particularly useful after using Recomb From Splines. Each hairdo contains all the current Modify panel settings except Display settings and styling information.

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Hair will turn the curves into guides and populate each guide of the selected growth mesh with a replica assetlibrady the closest curve. assetlinrary

The original guides are left intact. To specify a hair object, click the Pick button and then pick an object to use. You’re prompted for a preset name; after entering one, Hair renders the swatch, as shown by a message on the status bar.

If you enter an existing preset name, Hair asks you to confirm overwriting the preset. To load a preset, asetlibrary its swatch.

This image also shows how a raised pivot in the source object causes the root of the hair to go below the surface of the growth object the red square. Spline Deform group Spline deformation lets you style or animate hair by having it conform to the shape of a spline.

The next illustration shows how increasing the Frizz Root value creates greater amounts of distortion in the resulting instanced hairs. If an object is animated, Hair uses its state at the first animation frame. Recomb From Splines Lets you use a spline object to style the hair. Thereafter, the button shows the name of the object you picked. Several sample presets are included with 3ds Max.

Opens the Asdetlibrary panel and rollout and adds a Hair And Fur render effect to the scene, if one doesn’t already exist. The hair geometry is not instanced from the original object, but all hairs created from it are instances asseltibrary each other, to save memory. Copies all guides to a new, single spline object. Each preset contains all current Modify panel settings except Display settingsbut not any assetlibraary information. Hair and guides are recombed by the spline object white.


Click to choose the spline you will use to deform the hair, then click the spline in a viewport, or press H and use the Pick Object dialog to select the spline. From left to right: With instanced geometry, the Root Thick value affects the thickness of the resulting object uniformly along its height, while the Tip Thick value has no effect.

Besides the built-in hair strands, which are created at render time, you can assign any source object assetlibarry hair strands, using the Instance Node controls on the Tools rollout.

Make sure that your model has enough aesetlibrary along the Z vertical axis for the deformation to look as smooth as it needs to; the number of subdivisions should be approximately equal to the Hair Segments value. The next illustration shows the effect of the Merge Material checkbox. In the next illustration, the Root Thick setting, from left to right, is 2.

Hair doesn’t perform automatic subdivision on the geometry. For example, in the following illustration, the original orientation of the source object affects its orientation when it is used as hair strands. Animating the spline for example, by animating the position of its vertices animates the deformed hair, but not if you later alter the hair position by styling.