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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Tools Rollout (Hair And Fur)
You can abort the creation of the preset by clicking the Cancel button on the status bar during rendering. Uneven hair distribution after moving edges, altering polygon size ratios. Spline deformation lets you style or animate hair by having it conform to the shape of a spline. 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 hairs will extend all the way to the growth surface.
Instance Node group Lets you specify an object to use as custom hair geometry. Hair does not use animation from instance objects. Lets you load and save hair presets. Copies all hair to a new, single mesh object.
The hair geometry is not instanced from the original object, but all hairs created from it are instances of each other, to save memory. Load Opens the Hair Presets dialog, which contains a list of presets in the form of named swatches.
Compare this with the previous illustration, in which the pivot rests at the assetlibrzry of the source object. Copies all guides to a new, single spline object. For example, in the following illustration, the original orientation of the source object affects its orientation when it is used as hair strands. This tool is particularly useful for creating a specific style and length, such as short hair with assetlibtary part on the side, without having to manually groom the hair in the Style dialog.
With instanced geometry, the Root Thick value affects the thickness asstlibrary the resulting object uniformly along its height, while the Tip Thick value has no effect.
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. Clicking Recomb From Splines readjusts the hair but not the guides to align to the spline deformation better. On the right, 873 material was turned off, so the flower-hairs took on the material of the flower pot growth object.
Copies all hair settings and assetlibrsry information into a paste buffer. This makes it easy to style instances as scales, for example. Each preset contains all current Modify panel settings except Display settingsbut not any styling information.
Spline cage formed of two spiral spline sub-objects. When off, the growth object’s material is applied to the instanced hair.
Copy Copies all hair settings and styling information into a paste buffer. Each hairdo contains all the current Modify panel settings except Display settings and styling information. Pastes all hair settings and styling information to the current Hair-modified object.
Here you can also specify an object from the current scene to be used as hair, such as a flower or group of 80073 for creating a garden.
assetlibrsry The original guides are left intact. Lets you copy and paste hairdos. Opens the Effects panel and rollout and adds a Hair And Fur render effect to the scene, if one doesn’t already exist. Lets you specify an object to use as custom hair geometry.
Tools Rollout (Hair And Fur)
Make sure that your model has enough divisions along asseetlibrary Z vertical axis for the deformation to look as smooth as it needs to; the number of subdivisions should be approximately equal to assetlibfary Hair Segments value.
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. 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.
Use Reset Rest to redistribute the number of hairs on the surface for more even coverage. 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. The original styled hair. This image also shows how a raised pivot in the source object causes the root of the assetlbirary to go below the surface of the growth object the red square.