Expensive Shader 


Hair rendered using expensive shader

Expensive shader uses some more accurate models for light scattering. Secondary and ternary scattering modes are added to a standard Fresnel reflection model to produce natural-looking shading.

 

Parameters 

  • Lobe size/Roughness
    Sets the magnitude of features on the surface of strands. Lobes are accounted for, and their size can be controlled. Synthetic hair don't have lobes and thus secondary and primary scattering merge into one.
  • Index of Refraction
    Controls the general IOR of the hair surface. IOR is a property of any two surfaces that determines how light is scattered between them. Here we assume one of these surfaces is air, so you only have to worry about the second surface.
 

See Also 

Marschner Shading

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