Hair Particles

These are extra settings for Hair Particles used by Cycles.

Hair Rendering

These are global settings that apply to all instances of hair systems. They can be found inside the Cycles Hair Rendering panel under the particle tab.

The resolution of the strands is controlled by the step values in particle settings. Each hair system uses the material identified in the particle settings in the same way as Blender Internal.

Primitive

Triangles

Uses a triangle mesh.

Resolution
ToDo.
Line Segments
Uses a straight curve primitive.
Curve Segments

Uses a smooth Cardinal curve primitive. These interpolate a path through the curve keys. However, it renders slower than line segments.

Curve Subdivisions
The interpolated path is subdivided to give points to connect. The parameter subdivisions sets the number of divisions used.

Further Options

Shape
Thick
Cylindrical segments between two points.
Ribbons
Are flat planes following the strand direction facing the camera.
Cull back-faces
Excludes strands emitted from the mesh back facing the camera.
Min Pixels
Strands that are further away will be made wider, which is compensated with transparency to keep the look similar. This effect is only applied for camera rays. It works best with ribbon primitives.
Max Extension
ToDo.

Hair Settings

The Cycles Hair Settings, under the particle tab, are used to control each hair particle system’s strand properties.

Shape
A shape parameter that controls the transition in thickness between the root and tip. Negative values make the primitive rounded more towards the top, the value of zero gives makes the primitive linear, and positive values makes the primitive rounded more towards the bottom.

Thickness

Root
Multiplier of the hair width at the root.
Tip
Multiplier of the hair width at the tip.
Scaling
Multiplier for the Root and Tip values. This can be used to change the thickness of the hair.
Close tip
Sets the thickness at the tip to zero, even when using a non-zero tip multiplier.

Texture

ToDo