

Rectangular aspect ratios are particularly apt for long hair, making it more intuitive to layout lengthy hair cards. However due to the demands of the current process, the use of rectangular (2048x4096px) aspect ratios may be required. Traditionally, the hair textures come in square aspect ratios. Since the method to the right is less visible under medium distances, the example picture to the left is the preferred way. On the right is another method for calculating AO by emphasizing the three-dimensionality of each hair strand.

The image to the left is the traditional ambient occlusion map which takes into account the occlusion between neighboring hair strands. Given that the old process did not produce texture maps by rendering, the ambient occlusion process will need to be touched upon. Keep in mind that white represents near and black is far. The new Character Creator hair shader is only responsible for compositing the diffuse map, because CC does not support Unreal's Pixel Depth Offset effect. Generally used for depth-of-field compositing effects. The principle is to control the direction of the highlight flow using an RGB texture map, so that the reflective effect can overcome the obtuse look of low-poly hair cards. Similar to the normal map, it is mainly used to manipulate the optical flow direction (especially for low-poly curly hair). The principle is to use a gray-scale gradient to change the color of the hair along the flow of the strands. Mainly used for along-strand color changes (e.g. For example: by selecting hair strands within a grey-scale range of 20 to 50 (if white to black is 0 to 100), a randomized dye (or other special effects) can be applied. The principle is to use different hues to randomly separate each hair strand. black hair mixed with white hair or highlighting) and scattered reflections. Mainly used for cross-strand color changes (e.g. The usage of each texture channel will be touched upon in the following sections along with a brief explanation of their practical purposes. If you want to understand the principles behind each texture channel, you can refer to Unreal's hair project. This time around, the use of next-generation, Unreal-inspired process will be used to create the texture maps. In view of the complexity of the new shader mapping process and new requirements, a separate article is required to explain everything in detail. This map is optional, and can either be rendered or composited from other maps. Root material should be applied to the groom hairs and AOV should be set to albedo for proper rendering. Save this texture in JPG format for CC as PNG has no effect in the Opacity channel. ID material should be applied to the groom hairs and AOV should be set to albedo for proper rendering. Opacity should be composited into this texture in order to apply edge padding. Some pixel sampling is tolerated for more realistic real-time rendering.

The smart hair shader utilizes 6 effect maps with an optional Base Color map:

Reallusion iclone 6 return policy 32 bit#
6.1 Converting 32 Bit to 8 Bit Z-Depth Map.6 Matters Needing Attention During Texture Production.5.1 Hair Groom Plugin Options (For Maya).5 Using the Render Method to Produce Texture Maps.
