Textured Hair material

A material for controlling the color fur or hair based on a texture map.

See also: Hair diffuse , Hair specular , Hair normal , Color mix 4 more , Materials , Hair , Control the fur color using a color map, Fur

This is a new feature in Houdini 10. To learn about more new features, see what’s new in Houdini 10.

This is a basic material for use with curves only for a fur or hair look. This material uses a special normal with the diffuse and specular to give a tubular look to non-dimensional curves.

Parameters

Surface

Diffuse Intensity

A multiplier for the hair diffuse contribution to the material.

Base Color

A global tint which is used for the entire hair. This color is multiplied with the Hair Color.

Hair Color

This is a ramp type parameter which is used to color the hairs from root to tip. The left side of the ramp represents the color at the root of the hair, while the right side of the ramp represents the color at the tip of the hair. By default many of the ramp controls are hidden, but can be revealed by clicking on the arrow at the bottom left of the ramp interface. Be aware, that ramp parameters are not able to be visually disabled in the UI: this means that when Use Hair Color is disabled, this parameter will not influence the render, but it will still be editable.

Use Hair Color

When enabled, the Hair Color ramp will be multiplied by the Base Color. Defaults to on, however in cases where a user is using a color map, it may be desirable to turn this option off.

Tint with Point Color

This will multiply the Cd attribute from your curves into the material if such an attribute exists.

Color Map

Blend Color Maps

This is a float ramp type parameter which is used to control the appearance of the color maps. The left side of the ramp represents the the root of the hair, while the right side of the ramp represents the tip of the hair. Values of 0 on the ramp will reveal the Root Color Map while values of 1 on the ramp will reval the Tip Color Map. By default many of the ramp controls are hidden, but can be revealed by clicking on the arrow at the bottom left of the ramp interface.

Root Color

Use Root Color Map

Enabled by default. When enabled, a texture map is mapped to the 1 value of the Blend Color Maps ramp.

Root Color Map

The color map that will be used when the Blend Color Maps ramp has a value of 1. This is multiplied with the Base Color, and the Hair Color

Root Map Intensity

A float type parameter that controls the contribution of the Color Map.

  • A value of 0 will return no color map, (a color of white).

  • Values between 0 to 1 will fade from white to the color map.

  • A value of 1 will return the color map.

  • Values greater than 1 will multiply the values of the color map.

Root Map Filter

Type of anti-aliasing filter used. See texture for more information.

Root Map Width

Filter width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.

Tip Color

Use Tip Color Map

Enabled by default. When enabled, a texture map is mapped to the 1 value of the Blend Color Maps ramp.

Tip Color Map

The color map that will be used when the Blend Color Maps ramp has a value of 1. This is multiplied with the Base Color, and the Hair Color.

Tip Map Intensity

A float type parameter that controls the contribution of the Color Map.

  • A value of 0 will return no color map, (a color of white).

  • Values between 0 to 1 will fade from white to the color map.

  • A value of 1 will return the color map.

  • Values greater than 1 will multiply the values of the color map.

Tip Map Filter

Type of anti-aliasing filter used. See texture for more information.

Tip Map Width

Filter width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.

Specular

Specular Color

Specular Intensity

A multiplier for the specular contribution to the hair.

Specular Tint

This is a ramp type parameter which is used to affect the specular color of the hairs from root to tip. The left side of the ramp represents the color at the root of the hair, while the right side of the ramp represents the color at the tip of the hair. By default many of the ramp controls are hidden, but can be revealed by clicking on the arrow at the bottom left of the ramp interface.

Roughness

This value controls the size or spread of the specular highlight along the hair.

Specular Map

Blend Color Maps

This is a float ramp type parameter which is used to control the appearance of the color maps. The left side of the ramp represents the the root of the hair, while the right side of the ramp represents the tip of the hair. Values of 0 on the ramp will reveal the Root Color Map while values of 1 on the ramp will reval the Tip Color Map. By default many of the ramp controls are hidden, but can be revealed by clicking on the arrow at the bottom left of the ramp interface.

Use Root Specular Map

Disabled by default. When enabled, a texture map is mapped to the 1 value of the Blend Spec Maps ramp.

Root Spec Map

The color map that will be used when the Blend Spec Maps ramp has a value of 1. This is multiplied with the Specular Color.

Root Spec Filter

Type of anti-aliasing filter used. See texture for more information.

Root Spec Width

Filter width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.

Use Tip Specular Map

Disabled by default. When enabled, a texture map is mapped to the 1 value of the Blend Spec Maps ramp.

Tip Spec Map

The color map that will be used when the Blend Spec Maps ramp has a value of 1. This is multiplied with the Specular Color.

Tip Spec Filter

Type of anti-aliasing filter used. See texture for more information.

Tip Spec Width

Filter width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.

Opacity

Opacity

This is the global opacity for the hair. Defaults to white, or opaque.

Opacity Ramp

This is a ramp type parameter which is used to affect the opacity of the hairs from root to tip. The left side of the ramp represents the opacity at the root of the hair, while the right side of the ramp represents the opacity at the tip of the hair. By default many of the ramp controls are hidden, but can be revealed by clicking on the arrow at the bottom left of the ramp interface.

Use Point Alpha

This will multiply the Alpha attribute from your curves into the material if such an attribute exists. Defaults to off.

White Hairs

Use White Hairs

Toggles the use of White Hairs in the material. Note that even if this is enabled, the whitehair attribute must be present in the fur object or fur procedural in order for white hairs to appear in renders.

Color

If White Hairs exist in the fur object (controlled with a whitehair attribute in the fur object and fur procedural), and if Use White Hairs is enabled; this is the color that the white hairs will be shaded.

Guard Hairs

Use Guard Hairs

Toggles the use of Guard Hairs in the material. Note that even if this is enabled, the guardhair attribute must be present in the fur object or fur procedural in order for guard hairs to appear in renders.

Tint Color

If Guard Hairs exist in the fur object (controlled with a guardhair attribute in the fur object and fur procedural), and if Use Guard Hairs is enabled; the guard hairs will be tinted with this color.

Opacity

If Guard Hairs exist in the fur object (controlled with a guardhair attribute in the fur object and fur procedural), and if Use Guard Hairs is enabled; the guard hairs will be multiplied by this opacity.