![]() But since we are going to use an alpha map to determine the shape of the feathers we don't have to draw a custom shape, just use the Width amount to increase the width of the planes as you desire: You can add a Change Width to determine the shape of the feathers using the ramp curve. Now your hairs have been converted to mesh but every operator under Mesh From Strands still affects the meshes. Generating feather meshesĪdd Mesh From Strands at the top level of your hair stack. In the following example we are going to explore how Mesh From Strands and different UV sets can be used for feather texturing. The resulting meshes can be generated with as many UV sets as you need for texture layering. You can easily texture feathers generated by the Mesh From Strands operator. For more information about all the parameters found in the Hair Min pixel width section please go to Redshift Documentation Hair Shading sample sceneĪ sample scene with RS Hair Position and RS Hair Random Color can be downloaded from "HERE.": The scene contains a basic stack with two hair objects showing the output given by both nodes. To activate this option go to Render Settings, with Redshift selected as current rendering engine go to the Optimization tab, expand the “Min pixel width†section and check the "Enable" checkbox. Besides, this technique helps to reduce the noise and artifacts making the hair looks cleaner. The Hair Min pixel width option can be used to alleviate aliasing issues by thickening and adding some transparency to the hair strands at render time. ![]() Then connect the Ramp Texture to the Diffuse Color channel of the hair shader or any other input that you would like to control using the ramp texture: The Hair Position node should be connected to the Uv Coord input of the Ramp Texture node: ![]() In this example, we use a Redshift Ramp Texture to add a gradient color along the strands. Hair Position utility can be used to get the positions along the hair strands, allowing you to texture the hair from root to tip, adding gradients and other effects. Then play with the Hue, Saturation and Value amount until you get the desired effect: Connect the "Hair Random Color" utility texture to the Diffuse Color input of the hair shader: In this example you can see how this node can be used to add color variations to the hair. The Hair Random Color utility texture allows you to randomize a color or texture map across all hair strands using the curve ID data provided by Ornatrix. Ornatrix automatically export the UVs and Curve IDs to Redshift, this allows you to create complex hair shaders adding color and texture variations. Shading Ornatrix Hair with Redshift Per-Strand Color ![]() To render hair with Redshift, simply change renderer to Redshift 3D and press render:īy default, Ornatrix will use the UVs of the distribution mesh for the hair strands, but you can assing per-strand colors and gradients using the RS Hair Random Color and RS Hair Position. This saves time and memory and produces better looking results, especially when used together with Redshift's own hair shader. This means that the hair doesn't need to be converted to a mesh or curves as an intermediate step and instead is fed directly to Redshift 3D for rendering. Ornatrix supports native rendering with Redshift 3D renderer.
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