Throughout HairWorks viewer there is a series of icons that pertain to texture inputs like density, root color, or background images. These buttons all have the same functionality through the user interface.
Open File Texture Opens a file dialogue to load a file texture
Reopen File Texture Texture is currently loaded. Hover over the icon to get a tool tip with the loaded file path. Clicking the button opens a file dialog to load a different file texture.
Reload File Texture Reload a file texture if one is already loaded.
Remove File Texture Remove a file texture.
Open project file Launches a file dialog to allow the user to open a project file.
Wind Noise Generic noise that is applied globally to the wind for all hair assets.
Wind Strength Wind strength that is applied globally to all hair assets. This value is always set in meter unit, regardless of what the scene scale is set too.
Animation List Launches a file dialog to allow the user to import additional animation via fbx. the animation will be added to the drop down list allowing the user to choose which animation to preview. Only matching bone names will have animation updated. Currently animation adding is not implemented and users can only select between the bind pose and the default animation.
Animation Speed Allows user to adjust the speed of animation playback.
Lock Root Bone When toggled on, mutes the translation animation for the selected bone with the intention of the keep the character animating in place. The user can choose the root bone from the drop down list of bones in the scene.
Preview LOD Allows the user to preview the Level of Detail attributes that are set on all hair assets by zooming the viewport camera in and out.
Transport Controls
Loop Determines if the animation continuously loops during playback.
Rewind Set the animation playback to the beginning of the playback range.
Play/Stop Toggles playback of the animation. If Loop is toggled off, and the animation is at the end of the frame range then pressing play will automatically rewind the aniamtion to the begining of the playback range and play the entire sequuence.
Step Forward Steps the animation forward 1 frame. Note that the simulation does step and continues to simulate freely.The Hair tab contains all of the attributes, visualizers, and file management to iterate quickly on hair assets.
Selected Asset Lists the currently selected asset that all other controls in the Hair tab apply to. Multiple hair assets can be loaded at once, however only one can be edited at a time. Import Options
Import Options A hair file can be loaded in such a way that only specific sections of it are loaded. This is convenient for fast and effective iterations.
Load Asset From File Launches a file dialog to allow the user to open a hair file. Loading a full asset from file
Import File Into Current Asset Launches a file dialog to allow the user to import a hair file into the current asset using the above import options.
Save Current Asset Saves the current hair file.
Reload Current Asset Reloads the currently selected hair file.
Remove Current Asset Removes the currently selected hair asset from the project.
All visualizers apply to the currently selected hair asset.
Hair Display the rendered hair for the currently selected asset.
Guide Curves Display the guide curves for the currently selected asset as red lines.
Growth Mesh Display the growth mesh used for the currently selected asset. Sometimes this results in fighting with the display meshes. if necessary, toggle off conflicting display meshes from the Display Meshes section of the Display Tab.
Bones Display bones for the currently selected hair asset.
Control Points Display the cv’s for the guide curves for the selected hair asset.
Control Texture If a texture is connected to drive the selected option, then it will be rendered onto the growth mesh.
Colorize Options Renders the hair strands in different colors depending on what the user is trying to analyze. Options are None, LOD, Tangents, and Normals.
Visualize Shadow Map Renders what the shadow map looks like over the entire viewport.
All attribute apply the currently selected hair asset.
Simulation
Volume
If a texture control is used, then this control becomes a multiplier for the texture. A texture control by default is sampled per vertex in uv space.
Strand Width
Stiffness
Controls how closely the hair strand stays to it’s initial groomed position. The stiffness of each hair vertex is computed as the sum of two components below.
Clumping
Determines how much each hair follows a clumped shape. Each clump is generated for each growth mesh triangle, and this value controls how much the hair shape is bent toward the center hair. Currently, clumps are defined by triangles and cannot exist across beyond there own triangle.
Waviness
Determines the number of sine waves applied to each individual strand creating the look of waves or curls.
Strands
Specular
Shadow
LOD is designed to continuously provide visually seamless transition between lower and higher details at various distances. There is no concept of stepped or numbered LODs with HairWorks. The power of continuous LOD maintains artistic integrity of the assets fluidity through the lod regions creating a more seamless experience and more successfully hiding the detail changes to the end user. These distance values are always set in meter units, regardless of what the scene scale is set too.
Culling These are controls that all how Strands to get culled,not rendered, in different ways.
Continuous Distance LoD allows the the hair strands to get wider and reduce density automatically until no hair is drawn at a distance.
Continuous Detail LoD allows the the hair strands to get thinner and increase density during close up moments.
The Display tab contains things such as Scene settings, Lights, Display Mesh visibility, and Display Mesh materials. All settings made on this tab asre saved with the HairWorks project file.
Scene Unit Determines the unit scale that the scene operates in. Make sure to set this before opening any assets.
Up Axis Determines the up axis for the scene. Upon project or fbx load, the viewer will attempt to correctly identify and set the up a
Navigation Style Allows the user two switch between two familiar forms of viewport navigation, Maya, and 3dsMax. Also see Keyboard Shortcuts.
Background Image Allows the user to set an custom image in the background of the viewport. This is helpful for seeing your scene in context with your game.
Visualize Wind Toggles on/off the wind indicator in the viewport.
Show Grid Toggles on/off the ground plane grid in the viewport.
Show Axis Toggles on/off the viewport axis in the lower left hand side of the viewport.
Show HUD Toggles scene statistics via a heads up display on/off in the upper left hand corner. Statistics included are current frame time and fps.
Compute Stats When the HUD is toggled on, additional statistics are shown such as hair id, total number of hairs, average hair density, and average hair density per face.
Compute Profile When the HUD is toggled on, additional statistics specific to gpu/cpu rendering and updating are shown..
Mesh Rendering These are scene wide rendering styles that only apply to meshes.
Scene Ambient Color Determines the ambient color for the all objects in the scene.
Name Selects the active light to be edited. Lights are preset to Key, Fill and Rim to light the scene however you like. All 3 lights are directional
Enable Enables the currently select light.
Color The color of the selected light. The color of the light is also previewed on the visualization shape that represents it.
Intensity The strength of the currently selected light.
Shadow Enables shadows to be cast from the currently selected light.
Visualize These are visualizers that apply to the selected light.
This is a list of meshes that is loaded with the fbx file and allows the user to toggle visibility of each object on/off. Meshes can be skinned or static.
Apply Material To Mesh Drop down list of all meshes in the scene. The selected mesh asset contains the settings in the Materials group.
Diffuse Color The color applied to the material either by color or texture.
Specular Shininess How loose or tight the fall off is for specular.
Specular Color Determines the color to be used for specular high lights either by color or texture.
Normal Texture Texture input for normal map.
Keyboard Shortcuts