Hair Shading

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Hair usually needs special techniques when shading. However furs or very short hair can be shaded using standard shading models. Attributes in this section are related to special shading attributes if they are enabled and special shadow attributes if hair shadows are enabled (see Render Settings Node section).


Ignore Fog

Ignore camera fog.


Long Hair Diffuse

Special hair shading technique for diffuse color will be used if enabled. This method is better for longer hair, not very suitable for fur.


Long Hair Specular

Special hair shading technique for specular color will be used if enabled. This method is better for longer hair, not very suitable for fur. Other specular attributes are used if enabled, two shifted specular colors are used, see attributes below.


Vegetation Shading

DEPRECATED vegetation shading suitable for leaves and foliage. If enabled, hairs will take colors from the Vegetation Colors attributes, instead of Body Color, etc. Alpha masks will still apply.


Normals

Type of normals used for hair shading. Vegetation shading always uses hair surface normals.


Leaf Translucence Focus

Works only with vegetation shading. Maximum focus means that light translucence from back faces will be concentrated against light.


Specular Color 1

Primary specular color for hair specular shading only.


Specular Shift 1

Both specular colors are shifted slightly when specular shading is enabled. This parameter can be used to adjust primary specular color position shift.


Specular Exponent 1

Primary specular color exponent (similar to Blinn exponent parameter).


Specular Color

Secondary specular color for hair specular shading only.


Specular Shift 2

Both specular colors are shifted slightly when specular shading is enabled. This parameter can be used to adjust secondary specular color position shift.


Specular Exponent 2

Secondary specular color exponent (similar to Blinn exponent parameter).



Hair Shadows

Settings used only if depth map shadows are enabled on some light. Shadow attributes from light node (see Light Node section) are not used for hair rendering, use these attributes below to adjust some shadow parameters. Note that variable penumbra shadows are not supported for hair (received shadows only).


Shadow Filter Radius

Same as Filter Size attribute in Depth Map Shadow Attributes section of light shape node. This parameter adds the soft shadow effect if greater than one.


Shadow Volume

Tuning parameter for volumetric shadows simulation, it allows shadow intensity adjusting of deeper hair layers (regions closer to source mesh's surface).


Curve Width In Shadow

Tuning parameter for removing alias from cast shadow. Hair is usually represented with extremely high frequency geometry, which is not good for depth map shadows. Width of hair curves can be temporarily enlarged using this parameter when casting shadow.


Shadow Intensity

This multiplier parameter allows to adjust shadow intensity received by hair.


Shadow Color

Color on shadowed hair.


Shadow Bias

If set to non-zero, this attribute overrides received shadow bias on hair. See the Lights sections.


AO Intensity Out

This parameter allows tuning of AO shadow that comes from this hair system, ie. importance of this this hair system as an occluder for other meshes.


AO Intensity Received

This parameter allows per mesh tuning of AO shadow received by this hair system from other meshes.


Hair Opacity

Hair opacity for usage with deep shadow maps (transparency shadows). Zero means fully transparent and one fully opaque hairs.


Shadow Method

Method for hair shadow creation. If a light isn't enabled with the more advanced shadow mapping methods, hair shadows always fall back to standard shadow maps.



Color Bleeding

Tuning parameters for screenspace color bleeding on a per hair system basis.


CB Intensity Out

This parameter allows tuning of color intensity that comes from this hair system, ie. importance of this hair system as an color emitter for other meshes.


CB Intensity Received

This parameter allows tuning of color received by this hair system from other meshes.



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