Hair VEX node

Simulates the look of hair.

See also: Global Variables, Skin

This operator simulates the look of hair.

The most important parameter is Hair Width (width), which controls the width of the hair. Ideally, you will create a float Point attribute called “width” using the AttribCreate SOP in the Geometry editor, and will assign it to the curves representing the hairs to be shaded. This allows you to control the width of the hair based on the length, or some other attribute, of each hair.

The roundness of each hair is determined by the value of the Bump Scale (scale) input.

If the Normal Vector (N) and S Texture Coordinate (s) inputs are not connected, the global variables by the same names will be used instead. Typically, you will use Shading Layer Parameter as the input for “s” and you will not touch “N” unless you want to apply additional displacement to the hair surface using an operator such as Bump Noise. If you need to access the global variables directly, they are available from the Global Variables operator.

Usages in other examples

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