Page tree

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Info

You can find an easier way to shade and control hair using a pattern included with RenderMan: PxrHairColor

 

 



PxrMarschner HairImage Added PxrMarschner HairImage Removed
© Disney/Pixar

PxrMarschner is a material designed to render realistic hair, fur, and fibers.

...

The examples below will illustrate how changing parameters affects the look of the hair. 


Carousel Image Slider
dotsfalse
sliderHeight400
labelsFiltermarschnerHairExample
gutterSize3

 

 



Diffuse Parameters

There are two choices of diffuse models: Zinke and Kajiya. By default, it is set to Zinke diffuse model which is for bidirectional scattering. See Importance Sampling for Physically-Based Hair Fiber Models.

...

This is the diffuse color of the hair itself. Even for blond hair this is a darker shade than other color parameters for most realistic hair. For the best realism we recommend this be the same color as your Secondary Specular Color and adjust the gain alone. The default is middle grey. 


Carousel Image Slider
labelsFilterdiffusecolorexample
slidesToScroll2

...

  • Primary Specular: R is for "reflect" where light hits the surface of the hair and reflects. This is the strong primary colorless specular.
  • Secondary Specular: TRT is for "transmit", "reflect", and "transmit" where light transmits through the hair surface, then it reflects from inside the hair and exits the front of the hair. This is the secondary colored specular.
  • Transmit Specular: TT is for "transmit" and "transmit" where light transmits into the hair surface and then exits through the other side. This is the colored transmission that responds to rim lighting.

...


Note

The Specular Gain controls allow the artist to break energy conservation for artistic purposes. If the values entered add to greater than 1.0 then the hair is not energy conserving. This is only important if you are unsatisfied with the look (it's too "hot") or are interested in starting with physically realistic shading.

Info

The default gain is now 1.0, previous versions may have been set to 0.33.

 

 



Primary Specular Gain

Gain for the R lobe of Marschner specular. This is like a clearcoat where the specular is fairly sharp and glossy and normally not colored. This specular is a direct reflection which is not tinted by any volume attenuation. Modifications of the R lobe help to make a hair look "wet" as well. 


Carousel Image Slider
dotsfalse
arrowsfalse
labelsFilterprimaryspecgain
slidesToScroll0
captionstrue

...

Gain for the TRT lobe of Marschner specular. This is a rougher and colored specular. This goes through the hair fiber volume twice. 


Transmit Specular Gain

Gain for the TT lobe of Marschner specular. This is a transmission-type (refraction) specular with some volume attenuation. It goes through the fiber volume once. High values may increase noise.

...

Gain for glints. This is a multiplier for the effect of Glints and operates like the other gain controls.

 



Anchor
primarySpecularColor
primarySpecularColor

...

Because it represents two paths inside the hair fiber, it should be darker and more saturated than the Transmit Specular Color which technically is the square root of the Secondary Specular Color. For more realistic hair this should match with the Diffuse Color. 


Carousel Image Slider
dotsfalse
arrowsfalse
labelsFiltersecondaryspeccolor
slidesToScroll4
captionstrue

...

Cone angle (theta) for the R lobe in degrees. The broader the angle, the softer and broader the highlight.

 


Carousel Image Slider
dotsfalse
arrowsfalse
labelsFilterprimaryconeangle
slidesToShow4
captionstrue

...

Cone angle (theta) for the TRT lobe in degrees. The broader the angle, the softer and broader the highlight. 


Carousel Image Slider
dotsfalse
infinitefalse
arrowsfalse
labelsFiltersecondaryconeangle
slidesToScroll0
slidesToShow4
captionstrue

...

Cone angle (theta) for the TT lobe in degrees. The broader the angle, the softer and broader the highlight. Note that high gain for this parameter makes for soft and light colored hair but generates quite a bit of noise. This may increase render times at higher angles. 


Carousel Image Slider
dotsfalse
infinitefalse
arrowsfalse
labelsFiltertransmitconewidth
slidesToShow4
captionstrue
 


Specular Offset

Cone offset in degrees, this can be used to shift the specular result along the hair. 


Carousel Image Slider
dotsfalse
infinitefalse
arrowsfalse
labelsFilterspecularoffset
slidesToShow4
captionstrue
 


Refractive Index

The refractive index (ior) of the hair. Higher numbers increase the specularity similar to how this would work on opaque surfaces. This can make for an almost metallic looking hair fiber. 


Carousel Image Slider
dotsfalse
infinitefalse
arrowsfalse
labelsFilterrefractiveindex
slidesToShow4
captionstrue
 


Fresnel Mix

This control is to balance the fresnel energy attenuation along the hair.  


Carousel Image Slider
dotsfalse
infinitefalse
arrowsfalse
labelsFilterfresnelmix
slidesToShow4
captionstrue

 


Glint Width

This parameter smooths the Secondary Specular (TRT) and Glints distribution. This value should typically remain between 10 and 25 for realistic hair.

...


Carousel Image Slider
dotsfalse
infinitefalse
arrowsfalse
labelsFilterglintwidth
slidesToShow4
captionstrue

...


Eccentricity

This is the cross-section aspect ratio of the hair and is usually between 0.85 and 1.0 for realistic hair. This is most often used when rendering curly hair. (Note this depends on the hair normals, you should supply user normals through a PrimVar other than specifying N.) 


Glow

Glow can be used to create hair fibers that appear to emit light or "glow" in the scene. 

...

This value should be either 0 or 1. A value between 0 and 1 will produce unwanted noise!

 


Eccentricity Direction

This parameter can be used to override the geometric normals for controlling the Eccentricity parameter. 


Shadow Color

Specify shadow color. This parameter is useful for faking a shadow color for art direction purposes. Note that this creates "transparent shadows" and will increase render time as more rays are traced between hairs. It may also influence global illumination between the objects.

 


Expand
titleNamed Lobes

Below are the named and user lobes from PxrMarschnerHair.

Named Diffuse Lobe

  • HairDiffuse

Named Specular Lobes

  • HairSpecularR
  • HairSpecularTT
  • HairSpecularTRT
  • HairSpecularGLINTS

User Lobes

  • HairAlbedo
  • HairTangent
  • Position