| Illumination | Transparency | Indirect Illumination | Render Settings | Render Tree Usage
Shader Type: Material
Output: Color (RGBA) value
Controls the diffuse, ambient, and specular RGB colors, as well as the transparency and lighting model of hair objects. You can also set up a BSP tree especially for rendering hair.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
Ambient
|
Color |
Defines the ambient color for the hair object. |
Diffuse
|
Root Color |
Defines the diffuse color of the hair roots. |
Tip Colors
|
Color A |
Defines the diffuse color of the hair tips. |
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Color B |
Defines a secondary diffuse color for the hair tips. |
|
A/B Balance |
Controls the ratio of tip colors. At 0.0, all strands use Tip Color A and at 1.0, all strands use Tip Color B. |
Flat Shading
Reduces the effects of the Diffuse color values to make the hair less sensitive to light direction (Specular color is not affected). This simulates the multiple scattering of light.
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Root % |
Percentage of flat shading on the hair roots. |
|
Tip % |
Percentage of flat shading on the hair tips. |
Root/Tip Crossover
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Center |
Defines the point along the length of the render hairs where the color “switches” from root to tip, that is, where the root and tip colors provide equal contributions to the result. |
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Range |
Controls the size of the blended region between the root and tip colors as a proportion of the render hair length. A value of 0 gives a sharp transition with no blending, and larger values give smoother blending. |
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Color variation |
Mixes in random colors of the same value (not saturation). The original color is converted to HSV, the saturation is set to 1, and a random hue is picked. Then this color is mixed with the original color. A value of 0 is no mixing, while 1 is 10% mixing (you can type in values up to 10 for 100% mix). At 100%, you will see only chromatically random colored hairs. |
Specular
|
Enable |
Enables the calculation of specular highlights. |
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Color |
Defines the color of specular highlights. |
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Specular Decay |
Controls the size and falloff of specular highlights. |
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Enable |
Enables calculation of transparency values. |
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Tip |
The transparency value at the hair tips. A value of 0 is completely opaque and 1 is completely transparent. |
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Root |
The transparency value at the hair roots. A value of 0 is completely opaque and 1 is completely transparent. |
Root/Tip Crossover
|
Center |
Defines the point along the length of the render hairs where the transparency “switches” from the root value to the tip value, that is, where the root and tip values provide equal contributions to the result. |
|
Range |
Controls the size of the blended region between the root and tip transparency values as a proportion of the render hair length. A value of 0.0 gives a sharp transition with no blending, and larger values give smoother blending. |
Final Gathering
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Color |
Used to control the color and intensity (strength) of the final gathering effect over the object’s surface. Also, you can texture this parameter in order to reveal a final gathering on a given location on the object. |
Shading Model
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Diffuse Model |
Allows you to choose between two different diffuse shading models depending on the length of hair you’re rendering. The Diffuse Models are used for calculating an artificial normal that is used for the diffuse color results. • The Short Hair model is optimized for short, spiky hair or fur where the normal is based on the root of the hair, which is assumed to be perpendicular to the hair emitting surface. • The Long Hair model calculates the normal based on the direction towards each light. |
|
Normal Blend |
Controls the mixing between the normal (as dictated by the short or long hair model) and the actual underlying geometry of the hair object. |
This surface shader can be connected directly to the Surface and Shadow inputs of the Material node of a hair object. You can use textures to control color inputs (such as Root or Tip Color), or use scalar output nodes (such as gradients or fractals) to control sliders such as transparency. Alternatively, you can attach an illumination shader such as Phong to the hair object’s Material node to replace the illumination calculations.
Autodesk Softimage v.7.5