Direct Links to Assignment

Static Hair

Jessica 1

Jessica 2

Jessica 3

Dynamic Hair

Victoria 1

Auxiliary Pages

Exploring Lights

Exploring Materials

Links to Other Poser 6 Things

Main Page

Lesson 1

Lesson 2

Lesson 3

Lesson 4

Lesson 6

Links to Other Things Altogether

My Main Page

Poser 6, Lesson 5

A Hairy Week

You got that right! No Anime Flip, no Hi-res Kate. So, I'm trying to make do with what I've got. Here's what I did.

I chose Jessi (what a shock, I know).

I switched to 3-camera view, I using the Right Camera (which, for whatever reason, shows her left side), the top camera, and the face camera.

From the Hair library, I selected Chipped Bob (for reasons which will become evident later).

In the Properties pane for Chipped Bob, I changed the Parent to Universe, which effectively unparented the object. While there, I unchecked Casts Shadows.

Then, using the 3-camera trick (marvellous!), I positioned the hair the way I wanted it (no, it's not perfect, but it's great deal easier with the different views), reparented it to Jessi's head, and Object>Lock Actor (whatever the verb is).

Here's the result.

Hair 1

Aha! Now we went back to the Material Room. Somewhere where I'm not so lost. Changed the color of all three swatches to a brunette. The result:

Brunette

Finally, I took all three and changed them to different colors, to see which part went where. Swatch 3 is green; Swatch 2 is blue; Swatch 3 is red. Now, she's set to go to the rave.

Hair 3

Now, I got Victoria out and begin to grow her hair in the Hair Room. Here's the result (Elapsed time: about 2.5 hours):

Vic Final

Exploring the Hair Room

At this point, I've begun exploring the Hair Room. Results of the exploration will be reported here. This page, (not quite) incidentally, records the steps I took in getting to the final render.

Exploring Lights

A check of some lighting settings can be found here.

Exploring Materials

A series of experiments in the Material Room can be found here. I've noticed that if there are a lot of materials in a object which share the same texture, you can originally assign them to a common name: for example, MetalParts. Then, to test a number of different textures, you duplicate a texture, toss the old MetalParts, rename the duplicate MetalParts, return to Poser 6 and render. Viola! (or are those cellos?)