ColorLevel – This is the intensity (also considered as the visibility) of the color. MelaninValue – Controls the absorption inside hair fibers by setting the total amount of melanin pigment in the hair. This sets the overall color of hair. A value of 0% (no pigment) leads to white hair, while a value of 100% leads to completely black hair. The values between them give physically plausible human hair color. Texture – Defines the texture map or shader that will be used to control the melanin value instead. PheomelaninValue – Controls the relative amount of reddish pheomelanin pigment among the hair pigments and hence the hair redness. A value of 0% leads to 100% of eumelanin (brown pigment), and a value of 100% leads to 100% of pheomelanin (reddish pigment causing ginger coloration). Texture – Defines the texture map or shader that will be used to control the pheomelanin value instead. Randomize melanin – Controls the randomization of pigment amount between different hair strands. 0% means no randomization, while 100% means completely random amount of hair pigment for each hair strand. TintValue – Controls the absorption inside hair fibers. Setting this value to black leads to total absorption within the hair and hence black hair with only reflection. This value is not used on its own, it only tints the color calculated from (pheo)melanin. For natural human hair color, it is recommended to leave the tint at white, where it does not modify the color calculated from (pheo)melanin. It can, however, be used to simulate hair dyes, textile fibers, etc. Texture – Defines the texture map or shader that will be used to control the tint color instead. Mix mode – Controls the blending mode of the texture map or shader over the color. Mix strength – Controls the intensity of the texture map or shader that is being used. Transmission tintValue – Colors the light transmission through the hair fibers. For physically plausible results, it is recommended to keep this value as pure white. Texture – Defines the texture map or shader that will be used to control the transmission tint color instead. Mix mode – Controls the blending mode of the texture map or shader over the color. Mix strength – Controls the intensity of the texture map or shader that is being used. |