Hi there, I have to create textures for hair cards for my characters. I start of with a plane and I add a Hair from Mesh Strips modifier, then Render Settings modifier etc. and at the top Mesh from Strands in order to render in V-Ray. I am able to apply a Gradient ramp colour from root to tip but I would also like to blend colours on the individual strands of hair. My experience with Ornatrix is limited so please let me know whether the information I provide is insufficient. Thanks! |
| Hello, Maybe a HairTexture is what you are looking for, find more information in the following link: https://ephere.com/plugins/autodesk/max/ornatrix/docs/5/Hair_Texture.html Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Thanks for the reply Jeordanis, It looks like the OX Hair Texture Map doesn't give me the results I want or I am missing something important.Could you please provide more information? Thank you in advance |
| It depends on what type of color variations you want. In this case you just have to connect your hair texture or mask to the HairTexture node, then connect this node to the color channel of your hair material. Another alternative is using the VRay Hair Sampler. You can find more info about the sampler in VRay docs here: https://docs.chaosgroup.com/display/VRAY3MAX/Hair+Information+Map+%7C+VRayHairInfoTex This video is on Maya but the same can be applied to Max: https://www.youtube.com/watch?v=j1ACL6x3TO4 Also, take a look into the new VRay Next Hair Material, which allows you to add hair color variation with melanin controls. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hi Jeordanis, Blending with the VrayHairInfoTex Map got the job done! Thank you very much for your time. Another helpfull video is: Ornatrix 3dsmax: Using W coord. to style hair from root to tip Having seen the video (Ornatrix Texturing For Games) I have two question regarding Max: 1. Which Map in 3DsMax is the closest equivalent to Maya's VRayHairSampler? 2. My Tangent Normal Map looks different than the one on the tutorial. Are my values correct? please see attached image. Thanks again Attached Files: |
| Glad I could help. You can find the VRayHairSample in Max as well. I will test the tangent normals in Max and get back to you shortly. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| I can see the OX Hair and VrayHairInfoTex but not the VRayHairSample. Where is it? Please, let me know about the Tangent Map. Thank you Attached Files: |
| I'm still looking into the Tangent Normals, I will have an answer soon. Maybe VRayHairSample has been removed on new versions of VRay. According to VRay's documentation, VRayHairInfoText allows to the exactly the same: https://docs.chaosgroup.com/display/VRAY3MAX/Hair+Information+Map+%7C+VRayHairInfoTex Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hi there, any news on that TangentNormal Map? For that map I cheched the Tangent Normals Box under Mesh Generation Tab (MeshFromStrands Modifier) Attached Files: |
| We determined that the normals looks correct. To test it, create a shader like I did in the following video, the specular lights should follow the direction of the hair strands: https://youtu.be/j1ACL6x3TO4?t=773 Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| All right thanks for the support Jeordanis! I have watched your tutorials and they are very helpful Thanks again
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| Hi jordanis I been following your video and VRay Hair InfoText is not the same has the VRayHairSample there any workaround to create that same level of randomize |
| I think the Hair Sampler works the same way. Give it a try. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hair Sample is not in Material/Map Browser only Ox Hair and VRayHairInfoTex. |
| See VRay docs here. You can use that and map it according to randomized strands. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |