Long Hair

Sasquatch makes photoreal hairstyles, including braids, long flowing hair, parts, knots, and short hair. It allows you to sculpt hair using simplified guides in LightWave Modeler. You can use all of Modeler's tools to shape, cut, and style it. When rendered, Sasquatch renders thousands (or millions!) of fully volumetric virtual strands, filling the spaces between the guides. These look particularly rich and complex when self-shadowing is used.

This removes all limits to your hair styling. If you can imagine it, you can make it! You can also apply procedural effects to the long hair to automatically add extra detail like kinking and frizzing.

Guide Geometry

The shape and path of the hair is defined and animated by the use of "guide geometry," which are chains of two-point polygons. When you render, Sasquatch adds bundles of hair which follow these guides. The advantage to this method is that you can create, style, and animate the hair using all of LightWave's tools.

You can create guides easily in Modeler. The simplest way is to create a single point polygon and use the Extrude tool to build a chain. This creates the proper kind of guide that Sasquatch needs. You can clone the chain, or load premade chains, to define the hair shape.

Alternatively, you can start with premade "hairpieces," which are objects that already have been made into guides. You can load these into Modeler and cut-and-paste them to make new guides.

You can make the guide as simple or complex as you like (including making knots or bows or braids), but it has to be a chain of 2-point polygons. The root end of the chain must have a different surface name than the chain itself. Sasquatch needs this marked end so that it knows which end of the chain to grow from. This end surface can be as simple as an extra one-point polygon placed at the root end of the chain. In practice, it's easiest to make one extra point at the end of the chain, then name the last two-point polygon something like "Root". You can then move the first point on top of the second point to hide this extra link if you don't want it to show. You might name the surface of the rest of the chain "Hair".

You can use any Modeler tools you like to build and style the guides. Modeler's "magnet" tool is especially useful for quickly shaping the hair.

It's difficult to give advice on the best ways to build hair objects in Modeler, since everyone uses it differently. All of your Modeler skills are useful for building these guides. We give some general tips and advice in an Appendix

Setup in Layout

To set up long Sasquatch hair in Layout, simply apply the Sasquatch displacement plugin to your guide object. In the middle top of the Sasquatch interface, select the Make long hair using guide chains option, and enter in the name of the hair surface (we tend to always name it "Hair").

Set LightWave's Polygon Size control to 0% so you don't see the guide when you render, just the Sasquatch hair. The Polgyon Size control is found in the Object Properties/Edges panel.

With the default parameters, you'll see that Sasquatch renders a "rope" of hair that follows the guide. Most of the color and shading options are identical for fur and hair, and you can preview their effect using Sasquatch's preview.

We call the bundle of hair that follows a guide a "lock" of hair. It is made up of clumps of hair. The clumps are then made up of individual fibers. This lets you make several hairstyles which have different appearances. The vocabulary for this is all very difficult! But I don't think even hairdressers talk about these attributes like we have to!


There are several settings which can change the way hair is applied by the guides. Lock Width and Lock Thickness determine the size of the bundle of hair. Is it a thin narrow bundle, like a piece of yarn? Or thick like a rope? Thickness will make a deeper layer of hair. Width spreads the hair sideways. You might control the bangs of a girl with two or three short guides with small thickness and large width.

If you have several guides in the same object, hair is applied to each one of them. Often it's useful to have each guide have an independent scale, making short guides have a narrow width and longer guides with greater width. At other times, you want each guide to have the same width as its neighbors, even if one guide is shorter than the others. You can choose whether the Width depends on the length of the guide alone, or on all the guides at once by using the Size Independence control.

0 and 100% Size Independence

High Size Independence control will make small guides have narrower width than any long guides in the same object. Low values will make all guides have the same width.


Lock Matting makes the clumps of hair grow closer at the tip end of the guide, a lot like the way Clump Matting works.

Lock Helixing makes the clumps rotate around the center of the hair guide, like a helix. This can look very cool, though it may not be very realistic.

Clumps per Lock determines the number of clumps each guide makes. If you are using only a few guides, you probably want larger size with more clumps. If you're using a lot of guides to precisely determine the hair shape, you probably want fewer clumps.

For long hair, you explicitly set the number of fibers in each clump with Fibers Per Clump. This gives you precise control over the fiber density of your lock of hair. The total number of fibers in each lock is simply the Clumps Per Lock times the Fibers Per Clump.

All of the fur clump controls work for long hair clumps just as they do for fur, (except Clump Haircount which isn't needed.) See the Clump chapter for more details.

Spline Smoothing determines how closely the hair follows the shape of your guide chain. This is useful when you don't have many points in your guides, or the points don't make a smooth curve. Hair that followed that guide exactly would be very kinky and look polygonal. Higher values of Spline smoothing will smooth out the path of the hair fibers, softening the curves, and hiding the sharp details of the guide.

0, 30 and 100% Spline Smoothing

Max Length Along Guide allows you to manually shorten hair to make it flow over only part of a hair guide. This can be useful if your long hair model is a little long and you just want to quickly shorten the hair without editing the model. It's also fun for special effects, since the length multiplier can be animated. This lets you make the hair "grow" over time. It's also useful for making ropes or vines that "snake out" along their length.

Frizz and Kink both work with long hair and are extremely effective. They behave the same way as they do with fur. Small amounts of both controls tend to make realistic natural variation.

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