Hallo,
I work on hair material for my model. I am working now only on specular effect of hair. The other attributes are not important for now. My model of hair has been created from 80 plates that goes along the actual head model. Every plane is mapped in UVW space as you can see. The right mapping gives me option to work with anisotropy in UV space. I is very important to create right specular and reflections that goes along hair - so, I need right orientation of UV space, or right angle value in material. As you can see, the VrayMTL looks very correct at this point and represents the real hair reflections and specular.
BUT
When I try to use HairMTL I can't get the same result of specular. I really do not understand what way the specular mapping-angle works here. I have tried to rotate UV space, tried to change xform, everything but the result is still the same and wrong.
To do this more obvious, I am using the same material on spheres that are on right side of render. The orientation of sphere is visible in the work-space. As you can see, the VrayMTL is locked to orientation of sphere, but the the HairMTL does not accept the orientation.
So, how does the HairMTL works with anisotropy-specular orientation? May I use it for classic geometry - editable poly, or is it only for geometry from hair-fur/ornatrix...plugins?
Thanks Tomas.
I work on hair material for my model. I am working now only on specular effect of hair. The other attributes are not important for now. My model of hair has been created from 80 plates that goes along the actual head model. Every plane is mapped in UVW space as you can see. The right mapping gives me option to work with anisotropy in UV space. I is very important to create right specular and reflections that goes along hair - so, I need right orientation of UV space, or right angle value in material. As you can see, the VrayMTL looks very correct at this point and represents the real hair reflections and specular.
BUT
When I try to use HairMTL I can't get the same result of specular. I really do not understand what way the specular mapping-angle works here. I have tried to rotate UV space, tried to change xform, everything but the result is still the same and wrong.
To do this more obvious, I am using the same material on spheres that are on right side of render. The orientation of sphere is visible in the work-space. As you can see, the VrayMTL is locked to orientation of sphere, but the the HairMTL does not accept the orientation.
So, how does the HairMTL works with anisotropy-specular orientation? May I use it for classic geometry - editable poly, or is it only for geometry from hair-fur/ornatrix...plugins?
Thanks Tomas.