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.
Solved! Go to Solution.
Solved by lee_griggs. Go to Solution.
Currently, Implicit UVs are only available in the Extra Attributes of the Ramp.
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.