When using strand-render you had to understand the principle in Blender. Hair-physics is done with a particle system, where you can see the path a particle would fly. This path is rendered as a hair. There are many manipulators to change the behaviour of the hair.
Hair can also be used for carpets or for fur. If you've seen my pictures, the teddy bear also uses hair or the stripes on the fur-coat where made with hair-physics. And the teddy was my first object to mess around with strand-hair. So for all people who never tried strand-hair, watch this tutorial and build your own teddy ...
https://www.youtube.com/watch?v=LCghBIUZyuM
One of the big problems is to model hair, especially for female hair styles. I tried different methods, but I often ended up in a mess ... especially, when I started to comb my models ... when you comb one side, the other side sometimes was destroyed etc.
So after watching this video:
https://www.youtube.com/watch?v=WVJyGzPJIeQ
I decided to concentrate to one of the leading thoughts in this video. It is the use of different hair sections. I reduced that to 3 sections. A left, right and a back-section. In the following picture you can see, that
these sections may be different between models. Dani also got a 4th section to create eyebrows, furthermore her right and left hair-sections are unsymmetrical.
To create a section simply select the skin, go into edit mode, select the vertices you want to use and duplicate and separate them from the skin. Change the name to something like "hairleft" etc.
Before adding a particle system to these sections, I made some geometry changes.
First I scale down the sections, so that they are completely inside the character. The main reason for that is, that I use a transparent shader for these parts. If the transparent faces and the normal skin faces were absolutely in the same position, Blender cannot decide which face is valid, so that you are able to look in the head in some places.
I also make the hair-sections overlap, where I want to have parting in the hair. This helps a little bit to avoid gaps.
The next picture shows all parameters for my model Evi:
When you change the order of particle system and subdivision-surface modifier, the styling of the hair will be destroyed, when you toggle between particle edit and object mode. It took me some time to find the reason for that ...
I used two different parameter settings for the hair sections. The hair in the back is longer than the left and right side and it should appear curlier. So I made changes for some parameters (marked red).
If you think the number of children appears low, always think of the number emitted hair strands and the small size of the hair-sections (30000 hairs each side, 50000 in the back). This sounds small, but the real number is between 80000 to 121000 (german Wiki article, in the english article I cannot find these numbers).
I also add my information of Leska and Dani. Leska is not very different to Evi, the only problem was to make the color for the red hair.
Leska settings:
back - 5 Segments, Hair-Length 2, 30 children, wave, a thickness of 0.4 to 0.2
left, right - 5 Segments, Hair-Length 1, 40 children, no kink, thickness of 0.4 to 0.2
For Danis hair I used less hair to make it fluffier ...
Dani:
back - 5 Segments, 350 hairs, Hair-Length 4, 50 children, radial
left - 5 Segments, 350 hairs, Hair-Length 4, 50 children, radial
right - 5 Segments, 350 hairs, Hair-Length 3, 50 children, radial
I added her setup to the picture. It was some kind of experimenting. In reality she looks different. I also tried the color of blond hair. It normally starts darker at the root and ends up in a lighter tone. In some pictures her hair looks more grayish than golden blond. But when you make photos for a magazine you will naturally try different light setups. So my interpretation might be wrong.
So especially for the hair colors ... good ideas are welcome.
In future I will create different hair styles (but no braided pigtails, I don't like them

