Ghostship's superfly hair shader
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Hi,
I was playing with @ghostship's hair shader and really liked the results. However it was a bit of a pain setting the diffuse map / bump map and the correct transmap for each mat zone. Exactly the same issue I had with @bagginsbill's uber hair shader. So I thought why not take the same path as I did with that. So I've now made a plugin for EZSkin3. You can select the diffuse and bump maps and then it will create the nodes using the currently selected trans map. If the hair is horizontal it maps the colour map / bump map VU rather than UV
If anyone is interested I'll package it up and share it.
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@amethystpendant Definitely interested. Sounds great.
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Sounds cool! The more "click to make nice" things I have, the better my workflow goes. :P
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@amethystpendant Looks Awesome! One thing is that I've tweaked the shader so the hair doesn't look so metallic. I just adjusted some of the values. check it out.
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@amethystpendant I'm still not sure about the one HSV2 node altering the translucent color. I might add a third one in the to give it it's own control.
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I'll stick my hand up as interested.
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@ghostship said in Ghostship's superfly hair shader:
@amethystpendant I'm still not sure about the one HSV2 node altering the translucent color. I might add a third one in the to give it it's own control.
Okay, I'll wait for your final call, I can definitely add the change on the MixClosure_2 as an extra param, and another hsv2 as well, I wasn't sure how many params to add, but as the closures all seemed to use 0.5000 I assumed that was standard and wouldn't be changed.
I also amended the script so that if no colour / bump path was selected it would use what was allocated against the PoserSurface for those 2 if people didn't want to change the maps.
Might also add a colour node to tint the colour map
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@amethystpendant Cool! Yeah, I checked it out and I think that it does need the separate HSV2 node for the translucent setting. here is what I got.
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@amethystpendant I'm interested as well.
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Yes please .
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@ghostship Thanks, I'll make the changes tonight and post the script.
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@amethystpendant Very interested! I had a hair with 10 zones to edit individually- pain! :-)
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@pelagius said in Ghostship's superfly hair shader:
@amethystpendant Very interested! I had a hair with 10 zones to edit individually- pain! :-)
I hear ya, I have hair with matzones for gazillion strands. My first reaction when go in the material room to refine it for SF ....WTF! and load another hair lol
So this comes here really handy.
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@ghostship, would it not be worth putting in a third hsv2 node for the diffuse channel as well, it can be left at the default but does then give the ability to change that as well? Also any reason why you don't use the bump on the translucence node?
In addition to the changes you highlighted earlier I'll also add a param for the MixClosure 3 just for completeness, but default it to 0.5.
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Short note on how the Translucent node is used in this shader. Translucent should always be connected by using the AddClosure node. The reason is that Translucent does only contribute back light. This is in opposite to Diffuse which contributes from front light only. I think BB mentioned it several times.
I would suggest something like this (the MixNode reduces the amount of translucent):
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@amethystpendant Yes, sounds like a good idea to add another HSV2 node for diffuse.
@nagra_00_ I will take a look at that. you are probably right.
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@nagra_00_ Just did a check and replaced the mix with the add+mix as you have posted up and it makes the hair glow. I would not go this way with the shader.
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@ghostship I know, never trust a physicist… ;-)
Hmm, thats strange. By using the MixNode the way you do the diffuse value is reduced to 50% of its physical value.
I took a quick look at the complete shader. There is a HSV node with value 2 in front of the TranslucentBsdf, which is than mixed in at 50%. This gives a 100% translucent in total. When i use translucent with clothes i use only 10-15% for it and drive the TranslucentBsdf input directly with the color map.
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@nagra_00_ the HSV node, if I'm not mistaken, is changing the color of the image prior to being used for translucence, not upping it's amount compared to the diffuse node.
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It's doubled. This causes glow.