Houdini 18.0 Nodes VOP nodes

pxrmarschnerhair VOP node


diffuseGain: Diffuse gain.

diffuseColor: Diffuse color.

specularGainR: Gain for R lobe of Marschner specular. This is like a clearcoat where the specular is fairly sharp and glossy and normally not colored.

specularGainTRT: Gain for TRT lobe of Marschner specular. This is a rougher and colored specular.

specularGainTT: Gain for TT lobe of Marschner specular. This is a transmission-type (refraction) specular with some volume attenuation.

specularGainGLINTS: Gain for glints.

specularColorR: Specular color for R lobe. Should be close to pure white.

specularColorTRT: Specular color for TRT (and glints) lobe. Because it represents two paths inside the fiber, it should be darker and more saturated than specularColorTT (technically, it should be the square of this TT color).

specularColorTT: Specular color for TT lobe. Main albedo of the full Marschner component.

specularConeAngleR: Cone angle in degrees for R lobe.

specularConeAngleTRT: Cone angle in degrees for TRT lobe.

specularConeAngleTT: Cone angle in degrees for TT lobe.

specularOffset: Cone offset in degrees.

specularIor: Index of refraction.

specularMixFresnel: How much do we account for fresnel attenuation.

specularGlintWidth: Smooths TRT distribution, should be between 10 and 25.

specularEccentricity: Elliptical cross section aspect ratio. Between 1 and 0.85. Note that eccentricity depends on Nn.

glowGain: Glow gain. This is a multiplier for the glow.

glowColor: Controls the glow (incandescence) of the material.

specularEnergyCompensation: Applies fresnel energy compensation to diffuse. A value of 1.0 attempts to fully balance the diffuse illum by darkening it against all the specular illumination responses. This makes it as if diffuse is the residual energy after specularR, specularTT and specularTRT.

eccentricityDirection: Normal to use for eccentricity illumination effect. Overwrites geometric normal.

shadowColor: Shadow color.

inputAOV: Plug here a MatteID node.

VOP nodes