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Hair limitations
Hair width incorrect when rendered with mental ray
When rendering hair in mental ray, hair width is defined relative to clump width, while the Maya interactive and Software Renderer use the hair width directly in world space.
Workaround
Change hair width before rendering in mental ray. If you are modifying the clump width per follicle with the Clump Width Mult, you may need to put different sized clumps into separate hair systems, or use an alternate method such as the Baldness Map for controlling hair placement
IK solver may crash Hair render
If your mode has dynamic curves that affect an IK solver, it may crash when rendering in mental images® mental ray® on Linux®.
Workaround
Bake the IK before rendering and make sure that the IK solver is not enabled.
3D motion blur on Hair
The thinline brush type used by the internal default brush for hair does not support 3D motion blur.
Workaround
You can assign a Paint Effects brush to the hair system and use the Paint Brush Type (Brush Type = Paint). Keep in mind rendering will be slower with the Paint Brush Type and also the hairs may appear too thick when viewed from a distance.
Simulation rate problems due to over and undersampling
Simulation rate does not affect hair solver oversampling, and undersampling dramatically changes the speed of the motion.
Workaround
Do not over or undersample when caching hair and do not change the playback rate. If you change your time units, you may need to change the dynamic properties of your hair system to compensate.
Lock Length not working with clusters
Lock curve length does not work with cluster or other deformers.
Undo not working when using Lock Length
With Lock Length, undo does not return curve to original position.
Setting Rest or Start curves from Current on referenced hair system doesn't work
Setting Rest or Start curves from Current on referenced hair system doesn't work.
Workaround
Modify Rest or Start curves in the referenced file instead.
Problems with non unique hair curve names and namespaces
If you import multiple hair systems with the same curve names using namespaces, set Rest Position and set Start Position will be unable to distinguish the curves.
Workaround
Although we generally encourage the use of namespaces, in this case it may be better to import hair with prefixes to resolve clashing names.
Gravity not working with Hair
Gravity doesn't work well with Hair in Z-up system.
Workaround
Use a gravity field instead of the built in gravity
A default dynamic curve behaves differently at each end
The tip point lock locks to the end CV position, but not to end segment direction.
Workaround
Apply a transform constraint at the end of the hair.
Hair jittering with collision constraint
If your collide sphere constraint is non-proportionately scaled so that one dimension is much thinner than another, stiff hair will jitter when touching the constraint.
Workaround
Reduce the stiffness until the hair stops jittering or make the constraint more uniform in scale.