wallace wrote:Notiusweb wrote:Otoy - give us a hair mode where we can use it for opacity based hair on a simple primitive mesh.
Because I say to you now - you had exactly this in XB1, as I showed, I could get the colored box.
It was just we didn't have (1) the ability to control reflection or (2) an opacity map.
Add a mode where we had what we had for color in XB1, but with the opacity and reflection control.
Because here's why -
Daz uses opacity based hairs
UE4 uses opacity based hairs
The way you have it the Hair material won't work for these avatars.
A lot of the times these are simple meshes so you can animate these figures more readily.
Use-wise, what you have going now is a Bust-hair, like some kind of specialized what I will call 'Arnold head' bust hair....
And that's great.
But I want 10 avatars in a pillow fight.
10.
I can't do that with bust spline hair, they will need simple mesh opacity based hair.
Include these avatars too in the wonders of your hair shader.
Primitive Mesh Color Mode
I can investigate the color issue. However, I have to emphasize:
Hair BRDF is a hair-strand (curve) based material,
the BRDF itself is an integral of bounces using the assumption that hair is cylindrical shaped geometry like a hair/fur fiber, i.e. it requires the knowledge of strand normal/strand tangent plane to compute it, whilst using reflectance data on real fiber (which is cylindrical).
This is why it is a special BRDF, and also this is why it has longitudinal roughness and azimuthal roughness, which describes precisely the scattering lobe shape in the longitudinal or azimuthal direction upon an intersection with the hair fiber.
What you have described or trying to do is a texture mapped hair for real-time/gaming rendering, which is not what Hair BRDF is made for. I suggest you use the universal material or layered material for what you are trying to do.
I understand the points you assert.
It sounds like when you are saying that you can investigate the color issue, to me that means you don't have a way of handling both mesh types (opacity masked simple-mesh ,and spline/strand) with that shader.
So what I want to ask here is that could we instead add a sub-node type in the shader for opacity-masked simple mesh hair, so that it can be used with all the cool hair stuff - the melanonin and pheomelanin, longitudinal and azimuthal roughness, randomness frequency-offset-intensity.
Like, make a Hair sub-node-type select, like you guys have for Medium > (Absorption, Random-walk, Scattering, Volume).
Make it like this:
HAIR > (Strand/spline, Simple opacity masked mesh)...or something like that. Just put the XB2 one as the one, and the XB1 one as the other, respectively.
And then let both use the opacity and IOR....Easy peasy....Done!...
Because, I will say, you did go out of your way to add in the opacity, thank you very much, and IOR, for reflection control, as we were requesting...
so keep it going and get the HAIR fully functional for all cases, it will be very cool!
I promise you it will be AMAZING.
Look, if I wanted to use the Universal I would have used it.
But I am not interested in using that for Hair....
I want the HAIR material, because I LOVE it, and I love the way it makes me feel.
I know this now.
And deep down, I know it loves me, and I am willing to fight for that Love.
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