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The Hair material is primarily designed for rendering hair and fur. The material is based around three components: a primary specular component, a secondary specular component, and a transmission component. A diffuse component is also provided for rendering of materials made up of cloth threads or other non-translucent fibers.

The primary specular component represents light that is reflected off the outer surface of a hair strand. The secondary specular component represents light that goes through the hair strand and is reflected off the back surface. The transmission component represents light that goes through the hair strand.

The image below illustrates the meaning of the three components:

Please note that V-Ray Hair material does not produce hair strands. You can use V-Ray Fur/Grass to procedurally create fur, hair or grass. V-Ray Fur/Grass produces flat strands if Hair material is applied to it.

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UI Options

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The Hair material settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button (Image Removed) under the the Preview Swatch. 

 From the From the Add Attribute button,   you can select additional attributes that can add up to the appearance of the material. For more information, see  the Attributes sectionthe Attributes And Layers section.

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Holding down Ctrl while having the Add Attribute menu open, allows selecting multiple entries without closing the dropdown.

The context options menu of the Color Slot allow to Copy and Paste a color from one color slot to anotherslot provides options to Copy and Paste, as well as to reset Reset the color selection.

A Reset  Reset option is provided in the context menu of each Number Slider. You can reset the slider value to the default one.



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Parameters

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Some parameters are only available in Advanced mode.

Overall 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. 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 do not make the strands thinner at the tip as well - transparency already creates the effect of thinning strands.

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Opaque 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 Opaque for GI 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 VRayMtl Generic material; if it is disabled, the hair material is always calculated with brute force GI. 

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.

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Mode – Specifies one of the following methods for adjusting textures.

Multiply – Multipliers can be specified to adjust colors and textures.
Blend Amount – Blend amounts can be specified to adjust colors and textures.

Overall Color – Controls the intensity of the Overall Color, which acts as a color multiplier for all color components in the material.

Transparency – Controls the intensity of the Transparency.

Diffuse Color – Controls the intensity of the diffuse component color of the shader.

Primary Spec. Color – Controls the intensity of the Primary Specular color component, which corresponds to the light reflected off the outer surface of the hair strands.

Secondary Spec. Color  – Controls the intensity of the Secondary Specular color component, which corresponds to the light reflected off the back surface of the hair strands.

Transmission Color – Controls the intensity of the Transmission color component, which corresponds to the light that passes through the hair strands.

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Override Control


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Can be
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OverriddenWhen enabled, the material can be overridden when you enable the Opaque override option in the Global Overrides tab of
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Attributes


The attributes from the following expandable menus are available for the Hair  Hair material.

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Raytrace Properties

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Raytrace Properties Attribute

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Visible to Camera – When enabled, makes objects using this material visible to the camera.

Visible to Reflections – When enabled, this option makes objects using this material visible for to Reflection rays.

Visible to Refractions – When enabled, this option makes objects using this material visible for the Refraction rays.

Cast Shadows – When disabled, all objects with this material applied do not cast shadows.

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PageWithExcerptRaytrace Properties Attribute

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Material ID

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ID Number – Isolates objects as an R/G/B mask in the MultiMatte Material render elements.

ID Color – Allows you to specify a color to represent this material in the Material ID VFB render element. 

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Each material is assigned with an automatically generated ID Color.

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MultiExcerptNameMaterial ID Attribute
PageWithExcerptMaterial ID Attribute