evilded777 opened this issue on Mar 12, 2006 ยท 9 posts
evilded777 posted Sun, 12 March 2006 at 7:52 AM
Anyone have suggestions for pumping up transmapped hair in the material room? Got quite a few hair props that are great, but don't really render as well as I would like... especially when you start adding IBL, Real Skin shaders, etc into the mix. So... anyone have any tips or tricks that they use?
gmadone posted Sun, 12 March 2006 at 9:54 AM
Reduce the min shade rate, on the prop or fig., and in the render settings
richardson posted Sun, 12 March 2006 at 10:21 AM
I've been resizing the big hair texs and Trans to 50%(in paint and saving under new name). Some hairs only have 1 or 2 zones so, no big deal. This way you can leave shading rate at default. Big power savings, renders much faster and looks so much better.
svdl posted Sun, 12 March 2006 at 3:02 PM
Connect the texture map to displacement at a very low value, 0.001 or so. Breaks up the smoothness.
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter
kobaltkween posted Sun, 12 March 2006 at 3:21 PM
play with the specular some to get real highlights rather than just painted.
evilded777 posted Sun, 12 March 2006 at 6:21 PM
Thanks for these suggestions, playing with them all.
PabloS posted Sun, 12 March 2006 at 11:22 PM
Attached Link: http://www.runtimedna.com/mod/forum/messages.php?ShowMessage=143845
In the attached link, take a look at the first post. If that's what you're aiming for, see post 7.evilded777 posted Mon, 13 March 2006 at 8:30 AM
Thank you PabloS, that is what I am aiming for.... darn, and I read this way back when too, just forgot all about it.
Berserga posted Mon, 13 March 2006 at 9:05 AM
If the hair doesn't have hilights on the texture you might try playing with an anistriopic specular node.