Hair Colors

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Root Color

Color of hair curves' roots, if texture is used texels are mapped to the mesh's surface using its primary UV set.


Tip Color

Color of hair curves' tips, if texture is used texels are mapped to the mesh's surface using its primary UV set.


Body Color

Color of hair curves' bodies, if texture is used texels are mapped to hair curve (bottom of texture is mapped to hair curve root).


Alpha Mask

Check this and use the alpha (4th) channel of hair 'Body Color' texture as an alpha mask. Pixels with alpha intensity less than 0.5 will be discarded. Use this setting for grass or leaves rendering.


Alpha Mask Mipmap Fix

Use alternative alpha mipmap generation method ("max" instead of "average" filter). This helps with thin features disappearing in distance.


Hue Variance

Adds randomness to final hairs' color hue. Hue will vary from curve to curve if non-zero.


Saturation Variance

Adds randomness to final hairs' color saturation. Saturation will vary from curve to curve if non-zero.


Value Variance

Adds randomness to final hairs' color value. Value will vary from curve to curve if non-zero.


Mutant Rate

Rate of hair curves (clumps) that will be mutants. Mutants are special hairs with their own color different from other hair curves.


Mutant Color

Mutant color for all mutants in hair system, if texture is used texels are mapped to the mesh's surface using its primary UV set.


Mutant Color Fade

Rate of original (non-mutant) color to be added to mutant base color.


IMPORTANT NOTE: If no special shading is enabled material shader linked to source mesh (mesh with this hair system attached) is used. Also some material attributes are shared - ambient color and incandescence color.


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