"Understanding the Basics of nHair in Maya" by Digital Tutors (now Pluralsight) is a 2.5-hour, project-based course led by Anthony Ward that covers creating, simulating, and rendering dynamic hair systems using Maya 2013. The training provides a practical overview of setting up follicles, managing dynamic properties via the Nucleus solver, and styling techniques like clumping and grooming. Explore the full course details at Pluralsight. Understanding the Basics of nHair in Maya - Class Central
nHair is part of Maya’s nDynamics framework. Unlike the old "Hair" system, nHair uses the same Nucleus solver as nCloth and nParticles. This means your hair can interact with clothes, wind fields, and even collision objects in a unified physics environment.
In simple terms: You draw curves, and nHair makes them obey the laws of physics.
Creating believable hair motion has historically been one of computer graphics’ most challenging tasks. Early methods relied on manually animating control curves (joint chains with IK splines) or using soft body dynamics. Maya’s nHair, introduced with the Nucleus engine in Maya 8.5, revolutionizes this by offering a unified dynamic solver that also handles nCloth and nParticles.
Key advantages of nHair:
This paper follows the typical learning path of a Digital Tutors-style beginner tutorial: Create → Attach → Simulate → Refine → Render.
The default settings usually look like wet noodles. Here are the three most important attributes to tweak in the hairSystemShape node:
1. Stiffness (Rigidity)
0.05 and 0.5. This makes the hair resist bending.2. Dampen (Drag)
0.1 or 0.2. This absorbs energy, stopping the bounce quickly.3. Start Curve
0.Source Reference: Digital Tutors / Pluralsight Topic: nHair Dynamic Simulation Focus: Fundamental Workflows & Core Principles
Dynamic NURBS curves themselves do not render. You must assign a renderable width or convert to paint effects / polygon tubes.
Method A – Paint Effects Brush (legacy but common): Digital Tutors Understanding The Basics Of Nhair In Maya
nHair → Assign/Edit Paint Effects Hair Brush.Method B – Polygon Tubes (better for production):
nHair → Convert Hair to Polygons.Extrude along curve, or run a custom script to generate cylinders.Each follicle has an Output Curve Type:
Attachment modes:
To change attachment: Select follicle → Attribute Editor → nHairFollicle → Attachment to Surface. "Understanding the Basics of nHair in Maya" by