Forum: Poser - OFFICIAL


Subject: Attempt at reducing Koz hair speculars in P6

PapaBlueMarlin opened this issue on Apr 14, 2006 · 68 posts


ice-boy posted Fri, 17 October 2008 at 7:04 AM

Quote -   Here's my shader tree. I used Anisotropic to get the broad, off-axis highlights characteristic of hair. I also used a specular node for straight-on highlights. You can adjust these to your liking and to match your light strength. The bias node next to the anisotropic node is strengthing the off-axis highlights. Raising the value increases the strength.

The Gain node under the clay controls how grainy the hair looks. Values around .1 give smooth, fine hair. Values around .2 to .3 give rougher, thicker hair.

The second value on the Add node (under the HSV node) can introduce more variation in the hair color. I used that to produce the rich Red hair with gold frosting.

Here are settings to use with this shader tree. (I tried to post a table but it doesn't work.)

Key: ColorName, Hue, Saturation, Value, and Special Settings

Auburn .8 .7 1  

Black 1 .6 .2  

Blonde 1 .6 1.3  

Brown1 .8 1 .7  

Brown2 .8 .8 .6  

Brown3 .8 .9 .5  

Brown4 .8 .9 .3  

Copper .6 .9 1.3  

Dirty Blonde .8 .7 1.1  

Gray 1 .2 .8  

Platinum Blonde 1 .4 1.4  

Red .6 1 1.3 Set Adder under HSV to V1=.9, V2=.6

Silver 1 0 1.2  

Strawberry Blonde 1 .9 1.3  

Ultra Black 1 1 .1 Set the HSV Color to RGB=0,80,149 White 1 .2 1.6  

modeled my hair in blender. it is not trans mapped. but just a prop basicly.
can i use those settings or is this only for transparency? 

how could i use those settigns in the gammma correction shader? just copy the specular settings?
thanks