Hi Notiusweb,Notiusweb wrote: I tested the hair - excuse me, HAIR Material - and I still can't seem, without bringing roughness to 0, to get the Jet black I was hoping to get. Also there is no Opacity node....so not sure if anything was added changed.![]()
Nothing changed in between, but what you have requested was always in my todo list.
1. I have added some general purpose pins including opacity and emission pins to the hair material, they will come in XB2, but please note that if you have a lot of strands, then tracing performance degrades using opacity map that affects each strand.
2. The hair brdf is a multiscatter specular model, so it's natural to have the specular reflection spread out evenly when roughness is high. I am not sure exactly what jet black you would want to get, is lowering the roughness giving you too much shiny specular reflection on the hair strand? If that's the case, I can probably do something about that.