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.

Author: Volmaran Arashik
Country: Mauritania
Language: English (Spanish)
Genre: Personal Growth
Published (Last): 12 February 2011
Pages: 418
PDF File Size: 9.15 Mb
ePub File Size: 6.85 Mb
ISBN: 115-8-85205-777-4
Downloads: 88240
Price: Free* [*Free Regsitration Required]
Uploader: Mazumi

The hair geometry is not instanced from the original object, but all hairs created from it are instances of each other, to save memory. Opens the Effects panel and rollout and adds a Hair And Fur render effect to the scene, if one doesn’t already exist.

Hair deformed by the spline. Frizz causes the instanced hairs to change zssetlibrary. The styled hair was brushed from the center, and the instances align perfectly in all directions, face up, without twisting or other distortion. Discards any styling information, resetting the hair to its default state, retaining all current Modify panel settings. Hair And Fur Presets dialog. Recomb From Splines Lets you use a spline object to style the hair.

Tools Rollout (Hair And Fur)

If an object is animated, Hair uses its state at the first animation frame. The spline can be a spline cage: To use a different instance object, or to use a modified version of the original object, click this button and then pick the new object. The instanced hair arrows conforms to the styling. The next illustration shows the effect of the Merge Material checkbox. Even hair distribution before resizing polygons. Lets you copy and paste hairdos. Pick 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 Asseglibrary dialog to select the spline.

This lets you apply all hair settings from one object to another. Use these controls to convert guides or hair generated by the Adsetlibrary And Fur modifier to 3ds Max objects that you can operate on asdetlibrary. Hair deformed by the spline cage. Hairdo group Lets you copy and paste hairdos.


Tools Rollout (Hair And Fur)

Hair does not use animation from instance objects. It’s also advantageous when you change the size ratios of polygons in the growth object. Close-up view of instanced hair. This can be useful; if the hair grows at an oblique angle to the growth surface, you can raise the pivot in the original model to make sure the instanced 873 will extend all the way to the growth surface.

Also, bear in mind that the instancing engine will be deforming your model as it fits it to the hairs. With instanced geometry, the Root Thick value affects the thickness of the resulting object asset,ibrary along its height, while the Tip Thick value has no effect.

You’re prompted for a preset name; assetlibary entering one, Hair renders the swatch, as shown by a message on the status bar. Load Opens the Hair Presets dialog, which contains a list of presets in the form of named swatches.

Make assftlibrary that your model has enough divisions 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.

Each hairdo contains all the current Modify panel settings except Display settings and styling information. Paste Pastes all hair settings and styling information to the current Hair-modified object. On the right, Merge material was turned off, so the flower-hairs took on the material of the flower pot growth object.

Select an object with the Hair And Fur modifier applied. Copies all hair assetlibraryy and styling information into a paste assetkibrary.

Hair will turn the curves into guides assetlibrsry populate each guide of the selected growth mesh with a replica of the closest curve. The next illustration shows how increasing the Frizz Root value creates greater amounts of distortion in the resulting instanced hairs. Hair will then scale your model appropriately so that the height of each instance matches the length of the hair it has been applied to.


When off, the growth object’s material is applied to the instanced hair. Besides the built-in hair strands, which are created at render time, you can assign any source object as hair strands, using the Instance Node controls on the Tools rollout.

Thereafter, the button shows the name of the object you picked. 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. Click to choose the spline you will use to deform the hair, then click the spline in a viewport, or press H aasetlibrary use the Pick Object dialog to select the spline.

From left to right: 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. Copies all guides to a new, single spline object. This makes it easy to style instances as scales, for example. Spline deformation lets you style or animate hair by having it conform to the shape of a spline.

Presets group Lets you load and save hair presets. Lets you specify an object to use as custom hair geometry. 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. This includes animating a modifier applied to the spline. This rollout provides tools for accomplishing a variety of tasks with Hair, including creating a hairstyle from an existing spline object, resetting the hair, and loading and saving general presets for the modifier as well as specific hairdos.