|On this page|
This VOP generates a normal specifically for use in the lighting models for curves (hairs). This normal is based on the tangent vector of the curve (hair) and will always face the camera, parallel to the incidence vector.
The incident direction ray used in the calculation of the curve normal.
This is the vector tangent to the curve (hair).
This is the
u texture coordinate attached the curve (hair) primitive.
This is the Do Rounding toggle. If on, it causes the curve to have an interpolated normal.
A normal vector for use with hair lighting models.
The following examples include this node.
This example demonstrates how the Fur SOP and Mantra Fur Procedural can be applied to an animated skin geometry. CVEX shaders are used to apply a custom look to the hairs based upon attributes assigned to the geometry.