I’ve got this hair example for 3ds Max for V-Ray. What a great example! I really appreciate it.
I am very interested in the “Example 4: Strand taper vs transparency mapping” for VRayHairMtl 3 of V-Ray for Maya to reduce Render time with soft tip of hair.
As mentioned in the Example, there are some options for the VRayHairMtl of V-Ray for 3ds Max to get nice soft tip of hair with transparency in shorter time.
But there are not same options for the VRayHairMtl 3 of V-Ray for Maya.
I think it is just in Night Builds, so that it might be still working to improve VRayhairMtl 3.
Could VRayhairMtl 3 get the same options like V-Ray for 3ds Max in the future?
It took too long time to get the right side of below image with transparency mapped for the tip of hair even if I am using VRayHairMtl 3.
According to the Max manual you need to insert a VRayHairInfoTex texture in the opacity slot of the VRayHairMtl material to set up transparency mapping, but I don’t see a VRayHairInfoTex in Maya. Is there a different way to set this up?
According to the Max manual you need to insert a VRayHairInfoTex texture in the opacity slot of the VRayHairMtl material to set up transparency mapping, but I don’t see a VRayHairInfoTex in Maya. Is there a different way to set this up?
The Max one has inputs for the A & B color, the bias, and so on.
In the Maya one I do not see any options at all. Are these hidden? I’m a bit confused…
I tried putting the vrayHair sampler’s “distance along strand” attribute into the V coord of a ramp and then sticking that in the transparency of the vrayMtlHair3 but the hair just disappeared (100% transparent). So if someone could elaborate a bit more on how to properly connect this, that would be great.
sharktacos:
It seems to work here.
The only problem seems to be that the swatch is fully transparent, but I don’t think we could fix this problem in a good way at the moment.
What I did was:
1. Import a hair sample
2. Added the V-Ray attribute for the shader
3. Created Hair3 shader
4. Created a ramp texture and connected it to the transparency
5. Changed the colours of the ramp to black and white
6. Created VRayHairSampler node and connected the distance along strand parameter to the vcoord
“1. Import a hair sample” means go to the visor → hair → choose a sample → right click → import
“2. Added the V-Ray attribute for the shader” means select the hair, goto to the attribute editor → Attributes → VRay → Hair shader
I’m not using Shave and Haircut, just simple Maya hair.
Yeah I get the same thing as sharktacos, I’m able to map things like opacity and color along a hairs length using vraymtlhair3 on maya hair or vray fur. I can render vraymtlhair3 on shave hair just fine, but it doesn’t accept any ramps/shading networks for transparency, color etc.
A red to green ramp plugged into overallcolor will just be solid red on the shave hair, same thing if a distanceAlongStrand is plugged in.
Just wondering Is this a vray issue or shave issue?