What we do is plug the diffuse output of the hair Sampler into these inputs of the hair material
This will pipe the nHair color, with randomization, into the vray material. You can also therefore use UV maps applied in the nHair color. We keep the other parameters pretty standard (based on the presets) but raise the diffuse a bit up to 0.2. With the presets it's important to have GI on to get a good look.
Optionally you can also connect the vrayHairSampler's distanceAlongStrand output into the vCord of a ramp texture and then input the ramp into the material's transparency to get tip fade (the ramp should be black at the bottom and white at the top for the tip, using an exponential falloff). It is preferable however to do this with the hair system hair width graph as adding transparency to the material will increase the render time.
hope that's helpful
- diffuse color
- secondary spec color
- transmission color
This will pipe the nHair color, with randomization, into the vray material. You can also therefore use UV maps applied in the nHair color. We keep the other parameters pretty standard (based on the presets) but raise the diffuse a bit up to 0.2. With the presets it's important to have GI on to get a good look.
Optionally you can also connect the vrayHairSampler's distanceAlongStrand output into the vCord of a ramp texture and then input the ramp into the material's transparency to get tip fade (the ramp should be black at the bottom and white at the top for the tip, using an exponential falloff). It is preferable however to do this with the hair system hair width graph as adding transparency to the material will increase the render time.
hope that's helpful
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