Notiusweb wrote:2 - some lighting scenarios and HDRI's will cause the hair to look like mirror-hair with the roughness too low. But, then if I raise the roughness the hair color then goes grey and is no longer a jet black.
Off the top of my head, I think the Hair Material could use a Specular node, that way even with the low roughness the spec could be scene adjusted to be less pronounced. See, I can easily adjust spec, and apply spec maps, with other materials shaders, just not with this special 'Hair' material. So it would help retain the jet black without turning mirror in some lighting scenarios.
For now I would like to avoid adding another texture in the hair shader at all cost, for performance reasons.
My preferred solution is to introduce varying IOR into the shader like the specular material, this would reduce the amount of specular reflection you are seeing at low roughness, and this is what I would do first.
Okay sounds awesome! am excited to try this out!
Oh, and if by some chance, you just so happen to be coding lines of code near the upsampling area of code, it would be really interesting, maybe, to see what a 1.5x upsampling mode could do...
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