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Zeno Pelgrims avatar image
Zeno Pelgrims asked ·

UV xgen hair

When adding a ramp to the hair shader, I am able to break up the individual surfaces of the hair. When adding a fractal/texture, it responds differently. Instead we get global changes in colour.

Usually this is the desired route. But I would like to break up the individual hairs with a fractal node very much like we can with a ramp. Is there any control over how the UV space of these textures gets interpreted? How does this work?

If I render a curve through a curvecollector, I get the results I am looking for.

uvcurvespaceXGen
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Lee Griggs avatar image
Lee Griggs answered ·

Currently, Implicit UVs are only available in the Extra Attributes of the Ramp.

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Zeno Pelgrims avatar image
Zeno Pelgrims answered ·

For others struggling with this:

All I had to do was modify the shader code to use the barycentric coordinates instead of the default UVs. The barycentric coordinates provide the root to tip mapping that I was looking for.

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