Hey there.
A while back there was a pretty big discussion about rendering Fur.
One of the things pointed out was the textured_hair shader's Specular tab didnt seem to work.
I've tried it many times and agree i cant get any specular response.
I was wondering if this is still the case or not pr am I using it wrong.
-andrew
Hair Shader's Specular still broken?
14783 15 1- phrenzy84
- Member
- 249 posts
- Joined:
- Offline
- buki
- Member
- 1773 posts
- Joined: Dec. 2006
- Offline
still buggy it seems
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
- JasonSlab
- Member
- 1533 posts
- Joined: March 2020
- Offline
- mzigaib
- Member
- 966 posts
- Joined: April 2008
- Offline
- phrenzy84
- Member
- 249 posts
- Joined:
- Offline
- circusmonkey
- Member
- 2624 posts
- Joined: Aug. 2006
- Offline
- mzigaib
- Member
- 966 posts
- Joined: April 2008
- Offline
- phrenzy84
- Member
- 249 posts
- Joined:
- Offline
Yeah i don't email/bug submit anymore. I'm usually doing something wrong or thats how it was designed/intended.
Edit/ mzigaib i can only find the option you pointed out earlier “Shade curves as surfaces”, which still doesnt work but also changes the look of the fur.
Where is the “render the fur as geometry” option? And could you possibly upload a simple scene of it working?
Cheers
Edit/ mzigaib i can only find the option you pointed out earlier “Shade curves as surfaces”, which still doesnt work but also changes the look of the fur.
Where is the “render the fur as geometry” option? And could you possibly upload a simple scene of it working?
Cheers
- mzigaib
- Member
- 966 posts
- Joined: April 2008
- Offline
When you turn on “Shade curves as surfaces” it's exactly what happens.
It changes the looks of the fur because now he is calculating the lighting according to the each fur surface, you get more information on the lighting over the fur inclusive specular.
I believe that you can make you fur looking like however you want, you just have to adjust the Shader.
But yeah if you already have look on your fur before you render as surfaces it's going to be different but like I said you can adjust you fur to make it look like before, just take in consideration the different information that it is calculating now.
I hope it helps.
It changes the looks of the fur because now he is calculating the lighting according to the each fur surface, you get more information on the lighting over the fur inclusive specular.
I believe that you can make you fur looking like however you want, you just have to adjust the Shader.
But yeah if you already have look on your fur before you render as surfaces it's going to be different but like I said you can adjust you fur to make it look like before, just take in consideration the different information that it is calculating now.
I hope it helps.
- phrenzy84
- Member
- 249 posts
- Joined:
- Offline
Right, but that really counter intuitive.
I think it works perfect for things like tinsel
http://forums.odforce.net/index.php?/topic/12099-reflective-hair/page__hl__tinsel__fromsearch__1 [forums.odforce.net]
BTW the fur specular VOP isnt broken, the material is either broken or there is a problem in its construction because i can render fur with a specular highlight with a simple (and very limited VOP setup).
Ive tried dozens of ways to rip out whatever is broken in the hair shader but it still doesnt work.
I think it works perfect for things like tinsel
http://forums.odforce.net/index.php?/topic/12099-reflective-hair/page__hl__tinsel__fromsearch__1 [forums.odforce.net]
BTW the fur specular VOP isnt broken, the material is either broken or there is a problem in its construction because i can render fur with a specular highlight with a simple (and very limited VOP setup).
Ive tried dozens of ways to rip out whatever is broken in the hair shader but it still doesnt work.
- wywait
- Member
- 25 posts
- Joined: June 2008
- Offline
- mzigaib
- Member
- 966 posts
- Joined: April 2008
- Offline
wywait
I ran into this a while ago and sent sidefx my solution but never heard back from them. Maybe I'm doing it wrong but I would disconnect the hairnormal from the hairspec node in the textured-hair material and it seems like it works.
My two cents
Mike
I think you're right! Thanks for the info.
The result I got here is the same than turn on “Shade Curves as Surfaces”.
I didn't compare the render time thou.
- wywait
- Member
- 25 posts
- Joined: June 2008
- Offline
- phrenzy84
- Member
- 249 posts
- Joined:
- Offline
- pinkwerks
- Member
- 49 posts
- Joined: Jan. 2007
- Offline
I haven't used houdini in a couple years, and I can't believe I'm being bit by this bug tonight, two years later.
I've tried disconnecting the hair normal and ‘shade as curves’ but I'm still getting nothing :?
–edit–
I was able to work around this by replacing the hairSpec with a regular specular node.
I've tried disconnecting the hair normal and ‘shade as curves’ but I'm still getting nothing :?
–edit–
I was able to work around this by replacing the hairSpec with a regular specular node.
- phrenzy84
- Member
- 249 posts
- Joined:
- Offline
-
- Quick Links