Ive seen a few questions online on this subject, but no proper answers.
ive got to do some animal fur, and i’m being provided with a colour map to control the shading of the fur over the surface. in the old hair shader i remember this was quite simple, but in the new one, colour is primarily controlled by melanin and pheomelanin.
It gets a bit fiddly if i want a 1:1 match to the provided colour texture.
If i zero out the melanin and pheomelanin, and use the texture in the dye slot, it kinda works, but is blown out, it seems to be an additive texture and with the two primary controls zeroed its bleaching out. if i have any quantity of melanin or pheomelanin the colours are completely off. i can get close by playing with the map output settings or using unrealistic gamma (0.2 for example) , but this is obviously not a correct workflow. i can get it 1:1 by putting the map in the diffuse slot and setting diffuse to 1, but then you lose all the hair shading goodness.
there obviously must be a “correct” method, but ive not found it yet!
This is with a map in dye colour and primary tint, used on the white hair preset, which seems to preserve the opacity etc, if that works for your scene.
thanks for the tip, but, wierdly, ive tried it, and my fur is still really light compared to the source texture. . using the white(fur) or white preset and adding the texture to to the “primary tint” as well as the dye color made no difference at all. ive no idea what could be different in my scene. in any case ive pretty much dialled it in using gamma and output map controls, but i hate hacky solutions when there should be a “correct” one.
That is strange. I just stuck the maps in and got that result with all default values. Maybe it’s the lighting messing things up for you in some way.
had a similar issue. Light and hair shader settings can have a big influence.
I ended up using the texture in diffuse (0.6), dye and primary and secondary tints (Melanin&Phoemelanin= 0)
but also had to use a color correction to my map before connecting it into the vray hair material (also ensuring there is no 100% black)
It doesnt feel correct to do it that way…but results were close to the standard vray material
Would be nice to know what is the correct way of doing this and not having to guess