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A Head of Hair - Part 2 (A Little Bit of Texture)

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Step 20

Figure 21

Figure 22
In the Specular Level, apply a Mask map. As part of the Mask map, you have map to define where the specular will appear and a mask that will prevent any specular highlights from appearing. In essence, both of these maps channels and the top level Opacity channel are a copy of each other with one little difference. In all cases you apply a Bitmap map and use the "hair_long2.tif" image that we just created in Photoshop. In my case I used tiling in the U direction and set it to 1.56, this is something you will have to experiment with for your model. Once again it is set to Map Channel 1, just like the Gradient colour (figure 21). This same basic Bitmap is used in three places. It is used in both Map and Mask as part of the overall Mask map type that is applied to the Specular Level channel. It is also used directly as a Bitmap in the Opacity channel. The single difference between these three Bitmap maps, is that within the Output rollout of the Map part of the main Mask Map type, you need to make sure that the Invert box is checked. You can see the complete Material/Map tree in the material browser (figure 22).
Step 21

Figure 23
One last thing needs to be done and that is under the SuperSampling rollout at the top of the Material tree. Unfortunately turning on the Super-Sampler will have a dramatic increase in render times. Especially any renders that have a large portion of hair filling the screen, this will really slow things down. However, due to the fine details in opacity, it is very necessary to turn it on in order to avoid very bad and noticeable pattern. After some testing I found that the "Adaptive Halton" produced the best outcome (figure 23).
Step 22

Figure 24
This material was then applied to the Mid and Top hair layers. The material was also copied in the Material Editor, renamed to Hair_Under and applied to the Under hair layer. The only change that was made to the Hair_Under was in the Diffuse Colour channel. The colours of the Gradient map were made darker. The material was copied once more and named Hair_Long_Thin. This is again much the same material, except this time, we need to create one more opacity bitmap. Since it's for the long thin strands of hair, it doesn't need to be very wide or have many painted "hairs". Mine was 15 pixels wide and 600 long and will replace all the bitmap images in the hair material. Pretty much all the settings are left the same, but you may want to play around with the Tiling number a little (figure 24).
CONCLUSION

Well, that's just about it, once again you can experiment with some of the settings, like Tiling and maybe some Noise options to break things up a little. You can also try a few different Opacity maps, maybe different lengths or numbers of painted hairs. A recent render of Marie, with tweaked hair and test skin shader ca be seen here.

So with that all done, the next stage is animation options, and this is were things can get a little messy.

   
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Last Updated: Sunday, April 29, 2007 16:19