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Ok, I said the direction map, it comes from a part of the PBR Game production process. Its workflow is to bake real hair information onto a plane to generate diffuse map, id map, normal map, ao map, direction map, etc. This direction map is probably used to record the direction of the hair and render highlights. There is a small introduction to the direction map in the video link below (starting at 14 minutes and 07 seconds). It's a bit difficult to explain, but there is also a direction map option in the xnormal baking. This direction map is ultimately applied to the hair material of Marmoset.
Kindly Pay Attention while Rending Normal Maps, Just take a render from FRONT View only, for Normal Map just Select all your hair base mesh and rotate to fr...
Although I am using 3dsmax, I have only seen the baking direction map in Maya >Arnold >aiUtility and xnormal, so there is a screenshot of the material in Maya's map there,
I hope to also be able to bake direction maps in 3dsmax's Vray in the future. Thank you, oh, and there is also support for VRayALsurface Mtl in the vantage
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