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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The original guides are left intact.

Tools Rollout (Hair And Fur)

Even hair distribution before resizing polygons. Make sure 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. Copy Copies all hair settings and styling information into a paste buffer.

Lets you use a spline object to style the hair. Any part of your model that extends below the pivot will intersect the surface. In the next illustration, the Root Thick setting, from left to right, is 2.

Hair and guides are recombed by the spline object white. The spline can be a spline cage: Creates a new preset. Copies all hairs to a new, single spline object. 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. Click this button and then select an object that is made up of spline curves.

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Load Opens the Hair Presets dialog, which contains a list of presets in the form of named swatches.

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. Rotating the source object affects the hair orientation. Uneven hair distribution after moving edges, altering polygon size ratios. Hair deformed by the spline cage. 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.

For optimal control, position the splines fairly closely together and use as many as possible. When off, the growth object’s material is applied to the instanced hair. 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 assetlinrary creates greater amounts of distortion in the resulting instanced hairs. This rollout provides tools assetlkbrary 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. It’s also advantageous when you change the size ratios of polygons in the growth object.

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. Clicking Recomb From Splines readjusts the hair but not the guides to align to the spline deformation better. From left to right: This tool is particularly useful for creating a specific style and length, such as short hair with a part on the side, without having to manually groom the hair in the Style dialog.


Opens the Effects 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 of each other, to save memory.

Tools Rollout (Hair And Fur)

The instanced hair arrows conforms to the styling. The spline picked to deform hair. Frizz causes the instanced hairs to change shape. Select an object with the Hair And Fur modifier applied. To load a preset, double-click its swatch. This includes animating a modifier applied to the spline. Compare this with assetlibeary previous illustration, in which the pivot rests at the base of the source object.