Hanging Objects Effect
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Do you want to archive an effect like this? You found the solution.
You can follow the full guide or skip the optional steps.
1) Open a new Scene, delete the default Cube and add Suzanne (Monkey).
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2) Look through your Camera [NUM0] and rotate the Mesh as you want (tap [RKEY] twice for Trackball rotation).
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3) Apply the rotation with [CTRL]%2B[AKEY]. This is needed for the direction of the Threads.
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4 opt) Add a Subdivision Surface Modifier (Level 2) to the Mesh and apply it because we need the additional Vertices count.
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5 opt) Go into Edit Mode with [TAB], switch to Orthographic View with [NUM5] and to Top View with [NUM7].
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6 opt) Now select some random Vertices you can see from above (Top View) with the right mouse button and the [SHIFT] key.
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7 opt) Switch to the Object Data in the properties panel, create a new Vertex Group with the plus sign and assign the selection to the Group. Leave the Edit Mode with [TAB].
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8) Now change to the Particles in the Properties Panel. Create a Particle System with the plus sign and change the type to Hair.
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9) Tick the Advanced Options Check-box. Now set the amount to about 20 (depends on the selected Vertices), Emit from to Verts (Vertices) and set the velocity parameters (Normal to zero, Z to 1). If you rotate your Viewport now, you will see that the Hairs stands upwards now.
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10 opt) Now scroll all the way down to Vertex Groups and expand the Panel. Chose the Group (selected Vertices) for Density. Now we have control where the Hairs are coming from.
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11) Change to the Materials in the Properties Panel and create a new Material. You can leave the Settings as they are.
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12) Change to the Textures in the Properties Panel and create a new Texture. You can chose the Texture Type Magic for an instant colorized result or chose an Image.
_ You can now render with [F12] and you will see a hanging Monkey face._
The reason why this works is because the Hairs take over the color from the Material as long as the Material index is set to the Objects Material.
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And that’s my render result:
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Happy blending :D
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