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This page provides information on the BRDFHair3 material node.

 

Overview

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BRDFHair3 is BRDFHair3 is a material that is primarily designed for rendering hair and fur.

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UI Path: ||mat Network|| > V-Ray > Material > V-Ray Hair 3

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Components of BRDFHair3

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Color – A common color multiplier for all color components in the material (except for opacity). Used to easily change the look of the entire hair material.

Transparency – Controls the transparency of the material. The transparency can be mapped along the hair strands using the VRayFurSampler texture. Making the hair more transparent towards the tip may produce more smooth and realistic anti-aliasing at the expense of increased render times. If you map the tip opacity, make sure you don't make the strands thinner at the tip as well - transparency already creates the effect of thinning strands. You can enable the Opaque for Shadows and Opaque for GI options to reduce render times for transparent hair. Note that with transparent strands, it may be necessary to increase the Max. Transp. Levels option in the global V-Ray settings too.

Light Multiplier – In the absence of GI, the hair may look very dark. GI is the proper way to correct this, but if GI must be really avoided, this multiplier can be used to brighten the hair.

Opaque For Shadows – When enabled, the hair material is always opaque for shadow calculations. This speeds up the rendering of transparent hair.

Opaque For GI – When enabled, the hair material is always opaque for GI calculations. This speeds up the rendering of transparent hair. For more information, see the Strand Taper vs Transparency Mapping example below. 

Simplify for GI – When enabled, a simplified diffuse version of the BRDF is used for GI calculations. This may speed up the rendering of hair but may significantly change the final look.

Use Cached GI – Similar to the Use Irradiance Map option for the BRDFVRayMtl material; if it is disabled, the hair material is always calculated with brute force GI. For more information, see the Effect of GI on Hair example below.

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Diffuse

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Amount – The amount for the diffuse component of the material.

Color – Controls the diffuse component of the shader. Use this for materials made out of cloth threads or other non-translucent fibers, as well as for dirty hair. Note that clean hair or fur does not normally have a diffuse component, so in that case leave the parameter black.

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Primary Specular

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Amount – A multiplier for the primary specular color.

Color – The primary specular color component, which corresponds to light that is reflected off the outer surface of hair strands (see the figure above). Normally this is dark gray.

Glossiness – The glossiness for the primary specular component. Values closer to 1.0 make the hair more shiny and sleek. Lower values give it a matted look.

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Secondary Specular

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Lock To Transmission – When enabled (the default), the Color for the Secondary Specular component is derived from the color of the Transmission component. Since a ray of light goes twice through the hair width, the color of the secondary specular component can be computed by multiplying the transmission color with itself. When enabled, the hair color is mostly determined by the transmission color component.

Amount – A multiplier for the secondary specular component. If Lock to Transmission is enabled, this value is ignored and the secondary specular amount is derived from the transmission amount.

Color – The color of the secondary specular component, which corresponds to light that is reflected off the back surface of the hair strands. If Lock To Transmission is enabled, this value is ignored and the secondary specular color is derived from the Transmission color.

Glossiness – The glossiness for the secondary specular component. Values closer to 1.0 correspond to shiny and sleek hair. Lower values correspond to matted hair.

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Transmission

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Amount – The amount of the transmission component.

Color – The color for the transmission component, which corresponds to light that goes through the hair strands. When Lock To Transmission is enabled, this color determines the overall hair color.

Glossiness Along Length – The glossiness of the transmission along the hair strand length. See the Glossiness Along/Across Length and Width Parameters example below for a demonstration of the effect of this parameter.

Glossiness Across Width – The glossiness for the transmission component across the hair strand width. For more information, see the Glossiness Along/Across Length and Width Parameters example below.

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 The transmission component of the Hair 3 material is stored in the Refraction render channel.

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