WEBVTT 1 00:00:00.966 --> 00:00:04.600 Hello everyone, in order to help you keep up with the tutorial, 2 00:00:04.600 --> 00:00:06.833 we'll start by learning the basic parameters 3 00:00:06.833 --> 00:00:08.666 of the particle system in Blender. 4 00:00:09.000 --> 00:00:11.200 Let's dive into it in this episode. 5 00:00:11.533 --> 00:00:15.000 To give you an intuitive understanding of these basic parameters, 6 00:00:15.000 --> 00:00:17.666 we'll demonstrate with a simple sphere mesh. 7 00:00:18.266 --> 00:00:22.400 First, add a particle system to this mesh and switch to Hair type, 8 00:00:22.400 --> 00:00:24.433 so we've added a layer of hair now. 9 00:00:25.766 --> 00:00:28.100 Move on to the parameters of Emission, 10 00:00:28.100 --> 00:00:30.633 which are the initial settings for a hair styling. 11 00:00:30.733 --> 00:00:32.866 Once we edit them in Particle Edit mode, 12 00:00:32.866 --> 00:00:34.800 they can not be changed anymore. 13 00:00:34.966 --> 00:00:39.800 Therefore, it's essential to set these parameters appropriately in the first place. 14 00:00:40.066 --> 00:00:43.000 These initial parameters are used to set up the guides, 15 00:00:43.000 --> 00:00:45.033 which are essentially the parent hair. 16 00:00:45.233 --> 00:00:48.700 You might not understand what parent hair is. Don't worry, 17 00:00:48.800 --> 00:00:52.566 we'll explain this in detail when we explain children hair later on. 18 00:00:52.566 --> 00:00:54.733 Let's start with the Number. 19 00:00:54.733 --> 00:00:57.633 The higher the value, the denser the hair. 20 00:00:57.800 --> 00:01:02.700 We can adjust it by dragging the mouse cursor, or by directly inputting values. 21 00:01:02.933 --> 00:01:07.166 One thing to note is that the number of guides should not be set arbitrarily, 22 00:01:07.166 --> 00:01:11.400 as it directly influences the quantity and density of hair clumps. 23 00:01:11.700 --> 00:01:15.233 For example, if you're creating hair styling for an animal 24 00:01:15.233 --> 00:01:19.033 and start with a low number of guides, you'll end up with fewer clumps. 25 00:01:19.300 --> 00:01:22.466 This means you would need to manually add more hairs later, 26 00:01:22.466 --> 00:01:24.366 which can be quite time-consuming. 27 00:01:24.666 --> 00:01:27.000 Conversely, setting the number too high 28 00:01:27.000 --> 00:01:30.500 from the beginning can make grooming and adjustments more cumbersome. 29 00:01:30.800 --> 00:01:34.133 Therefore, we need to set the initial value of Number based 30 00:01:34.133 --> 00:01:36.566 on the density of the real animal's hair, 31 00:01:36.566 --> 00:01:39.300 which will be more conducive to subsequent styling. 32 00:01:39.900 --> 00:01:41.800 Next up is the Hair Length. 33 00:01:42.000 --> 00:01:45.033 The larger the value, the longer the hair. 34 00:01:45.233 --> 00:01:48.833 When dragging the mouse cursor, we'll find there's a maximum length, 35 00:01:48.833 --> 00:01:52.333 meaning it can't be increased beyond 10 meters by dragging. 36 00:01:52.333 --> 00:01:56.000 To exceed this length, you need to input values manually. 37 00:01:57.800 --> 00:02:00.233 Make sure to set the length as close as possible 38 00:02:00.233 --> 00:02:02.900 to the actual hair length of your reference character. 39 00:02:03.066 --> 00:02:05.533 If the animal in the reference has long hair, 40 00:02:05.533 --> 00:02:07.366 adjust the length accordingly. 41 00:02:07.566 --> 00:02:10.933 If the initial length is significantly different from the reference, 42 00:02:10.933 --> 00:02:13.333 manual adjustments will be needed later, 43 00:02:13.333 --> 00:02:16.433 so it's best to avoid this extra work if possible. 44 00:02:17.233 --> 00:02:20.933 Segments controls the number of segments in each guide. 45 00:02:21.300 --> 00:02:25.733 After modification, you can see the updated effects in Particle Edit Mode. 46 00:02:27.966 --> 00:02:31.500 The number of segments should be set based on the length of the hair. 47 00:02:31.500 --> 00:02:35.000 For most animal fur, starting with 2 segments is typical, 48 00:02:35.000 --> 00:02:38.200 and you can increase this number as you refine the fur. 49 00:02:38.466 --> 00:02:41.333 For longer human hair, a higher number of segments 50 00:02:41.333 --> 00:02:44.700 will help achieve a finer and more detailed hairstyle. 51 00:02:44.700 --> 00:02:48.033 Note that Segments are not keypoints. For example, 52 00:02:48.033 --> 00:02:50.733 2 segments mean there are 3 keypoints. 53 00:02:51.000 --> 00:02:55.433 The parameters in the Source section mainly modify the distribution of hair. 54 00:02:55.433 --> 00:02:59.600 We can see that the current hair distribution appears random and uneven. 55 00:02:59.933 --> 00:03:02.266 To achieve an even distribution of hair, 56 00:03:02.266 --> 00:03:04.500 you can turn off the option Random Order, 57 00:03:04.500 --> 00:03:06.800 which will make the hair density more even. 58 00:03:06.966 --> 00:03:11.566 Even Distribution distributes hair evenly based on the surface of a mesh. 59 00:03:11.800 --> 00:03:17.233 That is, smaller surfaces emit fewer guides, while larger surfaces emit more. 60 00:03:17.233 --> 00:03:21.633 Checking this option will help achieve a more even distribution of guides. 61 00:03:22.033 --> 00:03:25.333 To better observe the guides, turn on "Wireframe". 62 00:03:25.333 --> 00:03:29.166 Both even and uneven hair densities have their advantages. 63 00:03:29.166 --> 00:03:32.366 you can choose one of them based on the animal being created. 64 00:03:32.633 --> 00:03:36.100 An even hair density is suitable for short-haired animals, 65 00:03:36.100 --> 00:03:40.566 where the styling is simpler, with high and even density. 66 00:03:40.766 --> 00:03:44.066 An uneven hair density is better for long-haired animals 67 00:03:44.066 --> 00:03:47.733 with more complex styling and varied clump densities. 68 00:03:47.833 --> 00:03:51.300 If you need to generate parent hairs based on the number of faces, 69 00:03:51.300 --> 00:03:53.866 adjust "Particles/Face". 70 00:03:53.933 --> 00:03:56.866 The default value of 0 means it doesn't work, 71 00:03:56.866 --> 00:04:01.033 and the guides' density is solely influenced by the two parameters above. 72 00:04:01.600 --> 00:04:06.100 Setting the Particles/Face to 1 will generate one parent hair per face. 73 00:04:07.600 --> 00:04:12.166 And setting it to 3 will generate three parent hairs per face, and so on. 74 00:04:12.166 --> 00:04:14.866 Adjust this value as needed to control the number 75 00:04:14.866 --> 00:04:17.333 of parent hairs generated per face. 76 00:04:17.833 --> 00:04:21.233 The current visibility of hair may not be clear enough. 77 00:04:21.233 --> 00:04:27.000 To improve this, go to the Render Properties, change Shape in Curve to Strip. 78 00:04:27.000 --> 00:04:31.233 This will display the thickness of the hair and make it easy to observe. 79 00:04:31.233 --> 00:04:35.933 When observing, you may find that some faces have insufficient parent hair. 80 00:04:36.166 --> 00:04:39.200 In this case, you may need to increase the Number. 81 00:04:39.200 --> 00:04:43.366 A sufficient Number is necessary for an even distribution of hair. 82 00:04:43.600 --> 00:04:44.933 Next is Render. 83 00:04:44.933 --> 00:04:48.000 After unwrapping, the first is Material. 84 00:04:48.000 --> 00:04:50.300 You can assign different materials here. 85 00:04:50.400 --> 00:04:53.266 Currently, there are two materials available. 86 00:04:53.633 --> 00:04:55.733 You can switch between them from here. 87 00:04:56.266 --> 00:04:59.200 Steps controls the number of segments in the hair. 88 00:04:59.733 --> 00:05:03.400 Higher values result in smoother hair with richer detail. 89 00:05:03.400 --> 00:05:05.200 We'll demonstrate this next. 90 00:05:05.200 --> 00:05:07.600 The initially generated hair is straight, 91 00:05:07.600 --> 00:05:11.300 so adjusting the Steps in this state might not show any change. 92 00:05:12.300 --> 00:05:14.833 To make the parameter adjustments noticeable, 93 00:05:14.833 --> 00:05:17.533 we can groom the hair to add some curvature. 94 00:05:23.933 --> 00:05:26.900 Switch to the "Image Editor" to render the image 95 00:05:26.900 --> 00:05:28.633 and observe the current effect. 96 00:05:33.033 --> 00:05:36.333 Switch to "Slot 2", increase Steps to 6, 97 00:05:36.333 --> 00:05:38.200 and render to view the effect. 98 00:05:41.766 --> 00:05:43.000 Observing the render, 99 00:05:43.000 --> 00:05:47.000 you'll see that higher Steps result in smoother and more detailed hair. 100 00:05:47.133 --> 00:05:49.600 For hair with significant bends and curves, 101 00:05:49.600 --> 00:05:52.566 you need to adjust the Steps to a higher value. 102 00:05:54.833 --> 00:05:56.766 The next parameter is "End", 103 00:05:56.766 --> 00:05:58.800 which controls the length of hair. 104 00:05:59.500 --> 00:06:02.333 If "Kink" is enabled and then use "End", 105 00:06:02.833 --> 00:06:06.400 it will only affect the length, not the frequency of the kink. 106 00:06:07.833 --> 00:06:09.400 The next is "Random". 107 00:06:09.400 --> 00:06:12.566 When enabled, it makes the hair lengths more varied, 108 00:06:12.566 --> 00:06:14.966 with a mix of long and short hairs. 109 00:06:14.966 --> 00:06:18.900 Random is used to create a more natural look with varied hair lengths 110 00:06:18.900 --> 00:06:22.800 and to enhance the realism of the hair, so it is often used. 111 00:06:23.200 --> 00:06:27.566 Strand Steps in Viewport Display functions similarly to "Steps" in Render, 112 00:06:27.566 --> 00:06:31.200 but controls the display of hair steps in the 3D viewport. 113 00:06:33.366 --> 00:06:36.933 It's important to note that the final rendered hair steps are determined 114 00:06:36.933 --> 00:06:38.266 by Steps in Render. 115 00:06:38.966 --> 00:06:41.433 The parameter "Amount" modifies 116 00:06:41.433 --> 00:06:44.333 the percentage of hairs displayed in the viewport. 117 00:06:44.333 --> 00:06:47.433 It works well only when Children is enabled, 118 00:06:47.433 --> 00:06:49.966 since it cannot affect edited particles. 119 00:06:56.733 --> 00:06:59.500 Children is an important part of the hair system. 120 00:06:59.500 --> 00:07:01.533 Once Children is enabled, 121 00:07:01.566 --> 00:07:03.933 we'll find its parameters are somewhat similar 122 00:07:03.933 --> 00:07:07.000 to Emission as they also control amount and length. 123 00:07:07.000 --> 00:07:10.533 This might be confusing for those new to Blender's particle system, 124 00:07:10.533 --> 00:07:13.700 as both Emission and Children influence the amount of hair. 125 00:07:14.066 --> 00:07:19.533 In fact, the hair particle system in Blender is composed of guides and children. 126 00:07:19.533 --> 00:07:22.600 Children are generated based on the parent guides. 127 00:07:22.766 --> 00:07:25.766 In Particle Edit mode, children do not appear, 128 00:07:25.766 --> 00:07:29.200 meaning only the parent guides can be edited for direction. 129 00:07:29.733 --> 00:07:33.200 The direction of children is controlled by their parent guides, 130 00:07:33.200 --> 00:07:35.800 and children are adjusted through parameters. 131 00:07:35.800 --> 00:07:38.466 This will add rich details to the hair styling, 132 00:07:38.466 --> 00:07:40.400 making it look more realistic. 133 00:07:40.766 --> 00:07:44.766 In Particle Edit mode, children are not displayed by default. 134 00:07:45.066 --> 00:07:47.866 If you want to see the results of children in real time, 135 00:07:47.866 --> 00:07:50.600 you need to enable children in Particle Edit mode. 136 00:07:50.600 --> 00:07:53.566 We will explain this in detail in the next episode. 137 00:07:54.500 --> 00:07:57.933 In the Children section, they are divided into two modes, 138 00:07:57.933 --> 00:08:01.300 one of which is "Simple", the other is "Interpolated". 139 00:08:01.300 --> 00:08:05.100 Each with different characteristics and application scenarios. 140 00:08:05.900 --> 00:08:09.133 Simple children are emitted from the position of the parents, 141 00:08:09.133 --> 00:08:13.533 centered around the parents, and their position is controlled by radius. 142 00:08:13.533 --> 00:08:14.500 In this mode, 143 00:08:14.500 --> 00:08:18.800 the distribution of children cannot be controlled by weights or textures. 144 00:08:18.800 --> 00:08:22.433 Simple children are suitable for effects with rich directions, 145 00:08:22.433 --> 00:08:24.600 such as long and curly hair. 146 00:08:24.600 --> 00:08:29.066 Interpolated children are distributed across the entire mesh surface. 147 00:08:29.066 --> 00:08:32.500 Their growth area is controlled by weight and texture. 148 00:08:32.500 --> 00:08:34.466 Even if there are few parent guides, 149 00:08:34.466 --> 00:08:39.200 Blender will add children between adjacent hairs to ensure an even distribution. 150 00:08:39.400 --> 00:08:43.066 This mode is suitable for creating medium-short and short hair, 151 00:08:43.066 --> 00:08:46.666 as children will be distributed across the entire mesh surface, 152 00:08:46.666 --> 00:08:50.933 and the growth area of Interpolated is not affected by the number of guides. 153 00:08:51.233 --> 00:08:55.900 The parameters of Simple mode and Interpolated mode are basically the same. 154 00:08:55.900 --> 00:08:59.833 Since the wolf hair we're creating benefits from using Interpolated mode, 155 00:08:59.833 --> 00:09:03.666 we'll use Interpolated as an example to explain these parameters. 156 00:09:04.300 --> 00:09:07.400 First are "Display Amount" and "Render Amount". 157 00:09:07.400 --> 00:09:10.500 These two parameters control the amount of children displayed 158 00:09:10.500 --> 00:09:12.766 in the viewport and in the final render. 159 00:09:12.766 --> 00:09:15.300 They can be used in conjunction with each other. 160 00:09:15.633 --> 00:09:17.866 When adjusting the overall styling, 161 00:09:17.866 --> 00:09:21.033 set Display Amount higher to bring the current hair quantity closer 162 00:09:21.033 --> 00:09:22.033 to the reference, 163 00:09:22.033 --> 00:09:24.766 which is beneficial for adjusting the hair styling. 164 00:09:25.200 --> 00:09:28.000 For detail work, set Render Amount to the highest 165 00:09:28.000 --> 00:09:30.100 and Display Amount to a lower value, 166 00:09:30.500 --> 00:09:33.400 such as only showing ten percent of the total hair. 167 00:09:33.400 --> 00:09:35.533 This will speed up the refresh rates, 168 00:09:35.533 --> 00:09:38.233 and we can render to observe the final effect. 169 00:09:38.633 --> 00:09:42.133 Length in Children controls the length of children, 170 00:09:42.133 --> 00:09:45.200 only allowing them to become shorter, not longer. 171 00:09:45.700 --> 00:09:50.200 Threshold controls the percentages of children unaffected by Length. 172 00:09:50.533 --> 00:09:53.166 These two parameters can be used together. 173 00:09:53.400 --> 00:09:55.600 When there are a large number of hairs, 174 00:09:55.600 --> 00:09:58.766 it's not enough to adjust Random in Render alone. 175 00:09:59.166 --> 00:10:03.300 In this case, you can reduce Length in Children and increase Threshold 176 00:10:03.300 --> 00:10:06.000 to achieve varied hair layers with random lengths. 177 00:10:07.366 --> 00:10:11.200 It's worth noting that if the "Kink" is enabled before setting the Length, 178 00:10:11.200 --> 00:10:13.133 not only will the length be affected, 179 00:10:13.133 --> 00:10:15.566 but the frequency of kink will decrease. 180 00:10:16.666 --> 00:10:19.833 Parting is used to enhance the direction of the hair. 181 00:10:19.833 --> 00:10:21.733 When using Interpolated Children, 182 00:10:21.733 --> 00:10:24.833 you may notice that the hair flow is somewhat weakened compared 183 00:10:24.833 --> 00:10:26.700 to the hair flow without children. 184 00:10:26.700 --> 00:10:29.500 Some children may even lack a clear direction. 185 00:10:29.933 --> 00:10:31.800 This is when Parting is needed. 186 00:10:32.133 --> 00:10:34.066 By adjusting this parameter, 187 00:10:34.066 --> 00:10:37.133 we'll find the effect somewhat resembles Simple children, 188 00:10:37.133 --> 00:10:40.100 becoming grouped. This defines a precise direction 189 00:10:40.100 --> 00:10:42.500 for the children controlled by each parent. 190 00:10:43.033 --> 00:10:46.000 Increasing Parting will make the children's direction align 191 00:10:46.000 --> 00:10:48.066 more closer to the parent's direction, 192 00:10:48.066 --> 00:10:51.000 which is useful for creating complex directions. 193 00:10:51.933 --> 00:10:55.133 To better observe the effect, enable "Cavity". 194 00:10:55.133 --> 00:10:58.500 It enhances the three-dimensional effect in the scene geometry, 195 00:10:58.500 --> 00:11:00.300 making the hair effect clearer. 196 00:11:02.100 --> 00:11:03.800 Change type to "World". 197 00:11:03.800 --> 00:11:06.666 The World type provides a more precise result. 198 00:11:06.666 --> 00:11:08.666 By adjusting the parameter Valley, 199 00:11:08.666 --> 00:11:11.600 you can modify the intensity of the hair shadows. 200 00:11:11.600 --> 00:11:13.566 Due to different geometry scales, 201 00:11:13.566 --> 00:11:17.566 we can determine the right level of shadow by adjusting "Distance". 202 00:11:21.200 --> 00:11:23.966 Next, we'll focus on the Clumping section, 203 00:11:23.966 --> 00:11:26.400 which primarily affects the tips of the hair, 204 00:11:26.400 --> 00:11:29.866 making them converge toward the center to form clumps. 205 00:11:30.066 --> 00:11:31.800 Next up is Clump Curve. 206 00:11:31.800 --> 00:11:35.933 This replaces parametric controls with a curve to shape the clumps. 207 00:11:36.133 --> 00:11:38.800 The left side of the curve controls the hair root, 208 00:11:38.800 --> 00:11:40.700 and the right side controls the tip. 209 00:11:41.700 --> 00:11:43.733 When working with complex curves, 210 00:11:43.733 --> 00:11:47.766 it's necessary to increase the "Strand Steps" in the viewport display. 211 00:11:47.766 --> 00:11:50.933 Lower steps will not achieve complex effects. 212 00:11:55.966 --> 00:11:58.966 The higher the "Clump", the more the tips will converge, 213 00:11:58.966 --> 00:12:00.400 the lower the value, 214 00:12:00.400 --> 00:12:03.666 the less the tips converge and the more the roots converge. 215 00:12:06.366 --> 00:12:08.033 Each parent forms a clump, 216 00:12:08.033 --> 00:12:10.533 so the number of clumps is completely controlled 217 00:12:10.533 --> 00:12:12.333 by the number of parent guides. 218 00:12:12.533 --> 00:12:14.866 Removing some guides in Particle Edit Mode 219 00:12:14.866 --> 00:12:18.700 will reduce the number of clumps and increase the size of each clump. 220 00:12:21.233 --> 00:12:23.533 Shape controls the shape of the clumps. 221 00:12:23.533 --> 00:12:26.333 Reducing the value makes the clumps contract, 222 00:12:26.333 --> 00:12:29.433 while increasing it makes them appear more fluffy. 223 00:12:32.366 --> 00:12:36.400 This Clump Noise below can create random clumps around the parent hair. 224 00:12:40.200 --> 00:12:43.133 Clump Noise Size controls the size of these clumps, 225 00:12:43.133 --> 00:12:46.133 the larger the value, the stronger the noise. 226 00:12:46.933 --> 00:12:49.933 Clump Noise is often used to add details to hair 227 00:12:49.933 --> 00:12:52.400 as the default clumps are rather uniform. 228 00:12:52.733 --> 00:12:54.466 When Clump Noise is enabled, 229 00:12:54.466 --> 00:12:57.333 it separates the original clump into smaller clumps 230 00:12:57.333 --> 00:13:00.533 without ruining the overall shape of the larger clump. 231 00:13:00.966 --> 00:13:03.500 This adds finer detail to the hair, 232 00:13:03.500 --> 00:13:07.300 especially suitable for creating rich clumping effects. 233 00:13:08.900 --> 00:13:11.200 Roughness adds randomness to the hair, 234 00:13:11.200 --> 00:13:13.966 making it look more natural and realistic. 235 00:13:14.433 --> 00:13:16.266 When we increase the "Uniform", 236 00:13:16.266 --> 00:13:19.666 it produces a large noise effect that affects the overall hair, 237 00:13:19.666 --> 00:13:23.000 making the hair styling look fuller and more three-dimensional. 238 00:13:23.600 --> 00:13:27.433 Size controls the frequency of this noise, the lower the value, 239 00:13:27.433 --> 00:13:30.266 the higher the frequency, and vice versa. 240 00:13:30.666 --> 00:13:33.933 This allows for finer control over the hair's appearance. 241 00:13:34.700 --> 00:13:37.266 Endpoint targets the tips for fluffiness, 242 00:13:37.266 --> 00:13:39.366 functioning like negative clumping. 243 00:13:39.700 --> 00:13:43.100 This parameter gives the hair a crisscrossed appearance, 244 00:13:43.100 --> 00:13:45.600 adding a natural fluffiness to the hair. 245 00:13:47.100 --> 00:13:50.733 The parameter Shape affects the intensity of this fluffiness. 246 00:13:50.733 --> 00:13:53.500 while decreased, they move closer to the roots, 247 00:13:53.933 --> 00:13:57.566 When increased, the fluffy points move closer to the tips; 248 00:13:57.733 --> 00:14:00.533 allowing for finer adjustment of the hair's shape. 249 00:14:02.266 --> 00:14:05.333 Enabling Random introduces noise to the hair, 250 00:14:05.333 --> 00:14:07.633 but it works differently from Uniform. 251 00:14:07.633 --> 00:14:11.600 Uniform applies a consistent noise effect across all strands, 252 00:14:12.066 --> 00:14:14.000 while Random generates small 253 00:14:14.000 --> 00:14:17.833 and random variations in each individual hair strand. 254 00:14:18.166 --> 00:14:21.833 They can be used together to create a more varied appearance. 255 00:14:22.066 --> 00:14:24.766 Adjust the overall noise effect with Uniform, 256 00:14:24.766 --> 00:14:27.133 and then add finer details with Random. 257 00:14:27.133 --> 00:14:31.166 This combination will enhance and enrich the final hair effect. 258 00:14:31.700 --> 00:14:35.300 Size of Random functions similarly as that of Uniform, 259 00:14:35.300 --> 00:14:37.733 controlling the frequency of the noise. 260 00:14:38.800 --> 00:14:42.200 Threshold controls the percentages of children not affected 261 00:14:42.200 --> 00:14:43.666 by the parameter Random. 262 00:14:48.433 --> 00:14:50.433 Go up to Use Roughness Curve. 263 00:14:50.433 --> 00:14:54.133 Enabling it allows you to use a curve to adjust roughness. However, 264 00:14:54.233 --> 00:14:57.900 this function only controls Uniform noise 265 00:14:57.900 --> 00:15:00.500 and does not affect Random or Endpoints. 266 00:15:01.166 --> 00:15:04.733 This is why it's rarely used, but it's good to be aware of it. 267 00:15:07.066 --> 00:15:10.866 Next is "Kink", which can add regular patterns to hair. 268 00:15:11.166 --> 00:15:12.800 The first type is Curl. 269 00:15:12.800 --> 00:15:16.400 When enabled, the hair grows in a spiral shape. 270 00:15:16.400 --> 00:15:19.600 Amplitude controls the intensity of the curl. 271 00:15:22.266 --> 00:15:26.266 Clump affects how the clumping influences the amplitude of the kink. 272 00:15:26.766 --> 00:15:31.333 A Clump value of 1 gives a weaker curl at the top and stronger at the root, 273 00:15:31.333 --> 00:15:33.200 enhancing the clumping effect. 274 00:15:33.766 --> 00:15:36.933 This Clump is related to the Clump in Clumping. 275 00:15:41.600 --> 00:15:45.633 Enabling Flatness flattens the hair, the higher the value, 276 00:15:45.633 --> 00:15:47.700 the stronger the flattening effect. 277 00:15:48.333 --> 00:15:51.200 The next parameter is the frequency of curl. 278 00:15:51.200 --> 00:15:54.500 The higher the frequency, the more curling rounds. 279 00:16:00.133 --> 00:16:03.500 A higher frequency requires a higher number of steps. 280 00:16:05.433 --> 00:16:07.833 Shape adjusts the position of the curl effect, 281 00:16:07.833 --> 00:16:10.766 where positive values bring the curl closer to the tip 282 00:16:12.766 --> 00:16:15.366 and negative values closer to the root. 283 00:16:18.300 --> 00:16:20.300 This feature is especially useful 284 00:16:20.300 --> 00:16:22.733 for long-haired animals and should be combined 285 00:16:22.733 --> 00:16:26.000 with weight variations to create a more random effect. 286 00:16:30.066 --> 00:16:32.300 Other Kink types are rarely used 287 00:16:32.300 --> 00:16:35.766 and will be explained in detail if used in subsequent cases. 288 00:16:36.100 --> 00:16:37.700 Next is "Hair Shape", 289 00:16:37.700 --> 00:16:41.100 where the parameters mainly control the thickness of the hair. 290 00:16:41.900 --> 00:16:46.300 Strand Shape controls the transition in thickness between the root and tip. 291 00:16:46.300 --> 00:16:50.366 The default value is 0, indicating a linear transition. 292 00:16:51.000 --> 00:16:53.833 A negative value makes the hair appear thicker. 293 00:16:56.966 --> 00:16:59.933 A positive value makes the hair appear thinner. 294 00:17:09.833 --> 00:17:12.933 Diameter Root and Tip control the thickness 295 00:17:12.933 --> 00:17:15.966 of the hair at the root and tip, respectively. 296 00:17:19.833 --> 00:17:23.033 Diameter Scale controls the thickness of each guide. 297 00:17:27.800 --> 00:17:30.366 Vertex Groups and Textures are similar, 298 00:17:30.366 --> 00:17:33.200 both used to control hair parameters finely. 299 00:17:33.200 --> 00:17:36.933 We'll explain the specific usage in subsequent episodes. 300 00:17:38.233 --> 00:17:42.566 Finally, let's talk about Particle Settings which stores the hair settings. 301 00:17:42.566 --> 00:17:45.900 Particle Settings can be used for different particle systems, 302 00:17:46.266 --> 00:17:49.800 but only effective for particle systems that have not been edited, 303 00:17:49.800 --> 00:17:52.433 and ineffective for edited particle systems. 304 00:17:52.833 --> 00:17:56.000 When two particle systems use the same particle setting, 305 00:17:56.000 --> 00:17:59.100 the effects of the two particle systems are synchronized. 306 00:18:02.666 --> 00:18:06.066 That's all for the basics about the particle system in Blender. 307 00:18:06.066 --> 00:18:10.766 In the next episode, we'll begin explaining the basic particle editing.