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Vray hair 3 mat + Texture Map

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  • #16
    You must create a Custom Shader Parameter. Name it root_color and set it as color. You can also add another one for tip_color if you want too.
    Then create a ptex map in there, like the video explains it. You can then plug in a VrayHairSampler as the color in your hair shader, and it will look at the root color (and tip color if you added one) for the diffuse.
    Feel free to mix in additional shading effects from the other outputs of the hairSampler node tho, to get additional control like randomByStrand and alongStrand.
    CG Artist - RnD and CG Supervision at Industriromantik

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    • #17
      Thanks, I got it working. I had my primitives preview on so it wouldn't write the ptex file. So it works now.

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      • #18
        Ah I see.
        I've noticed that a lot of the time you need to put the standard lambert shader on the base geometry you wanna do the ptex on aswell, else it wont correctly apply it. Its wierd
        CG Artist - RnD and CG Supervision at Industriromantik

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        • #19
          yeah, a bit cumbersome way to work.. one thing i'm noticing now which you may also be able to point me in the right direction on .... my color coming out on my fur in the render is very dull compared to the actual bitmap.

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          • #20
            You probably have to degamma it, as if it was a bitmap
            CG Artist - RnD and CG Supervision at Industriromantik

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            • #21
              ah yeah, of course.. i had the gamma node on in the original texture , but i guess that doesnt get baked out to ptex !

              Thanks for the help , much appreciated

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              • #22
                Ye, sadly only whats in the file node gets baked
                No problem!
                CG Artist - RnD and CG Supervision at Industriromantik

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