Since | 20.0 |
bsdf chiang_fur(vector nn, vector tanV, float mask, float cuticle, float R_v, float R_s, float TT_v, float TT_s, float TRT_v, float TRT_s, float shift, vector absorption_coeff, float ior, float R2_v, float R2_s, vector R2_color, ...)
bsdf chiang_fur(vector nn, vector tanV, float mask, float cuticle, float R_v, float R_s, float TT_v, float TT_s, float TRT_v, float TRT_s, float shift, vector absorption_coeff, float ior, ...)
Creates a BSDF for the computation of a physically based fur and hair model described in “A Practical and Controllable Hair and Fur Model for Production Path Tracing” by Chiang, “Physically-Accurate Fur Reflectance: Modeling, Measurement and Rendering” by Ling-Qi Yan et al. Chiang Fur is an extension of the Chiang model - shader. This model considers a structural feature of fur and thick hair, the so-called medulla.
Note
This model is only suitable for curve geometry.
See Writing PBR shaders in VEX for information on BSDFs.
nn
bump/shading normal.
tanV
tangent vector along V
.
mask
Masking main lobes in favour of medulla.
cuticle
Modulates fresnel factor of the hair’s outermost layer.
R_v
Longitudinal roughness value v
for lobe R
(section 4.1 of the paper).
R_s
Azimuthal roughness value s
for lobe R
(section 4.1 of the paper).
TT_v
Longitudinal roughness value v
for lobe TT
(section 4.1 of the paper).
TT_s
Azimuthal roughness value S
for lobe TT
(section 4.1 of the paper).
TRT_v
Longitudinal roughness value v
for lobe TRT
(section 4.1 of the paper).
TRT_s
Azimuthal roughness value s
for lobe TRT
(section 4.1 of the paper).
shift
Represents the cuticle angle, which affects the position of the specular highlight. The input ranges between -1
and 1
, and is internally mapped to -90 to 90 (e.g. three degrees would be 3/90 = 0.03333
).
absorption_coeff
The absorption coefficient (section 4.2 of the paper).
ior
Index of refraction (e.g. 1.55
).
R2_v
Longitudinal roughness value v
of extra lobe R2
.
R2_s
Azimuthal roughness value s
of extra lobe R2
.
R2_color
Extra R2
lobes have a color input to colorize the reflection, for example to promote iridescence colors.
See also | |
bsdf |
|
pbr |
|
shading |
|