Baking anisotroping direction from hair to underlying mesh?

 
 
 
Posted by:Karl
Data created:18 October 2017

I was wondering if it is possible to take the hair and drive the anisotropy direction of the underlying mesh with VRay. I basically need a b/w map which contains the hair flow direction. Either baked or procedural. My goal would be to have the same anisotropic highlight directions I have with the hair applied, but only using the underlying mesh for that so the look stays similar when I disable the fur. Of course not exactly the same, but at least the highlight direction/anisotropy. Possible? 

Hi Karl,

Yes, this is possible, in this video Michael explains how to bake hair maps. To bake the Anisotropic Direction map you just have to use MeshFromStrands on top of the hair stack, set it to cilindrical hairs and turn ON "Use Tangents for Normals". Let me know if you have further questions. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

ANd another baking tutorial here (turn on subtitles).

Jeordanis Figuereo (Product Designer. EPHERE Inc.)