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UV xgen hair

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Message 1 of 3
zenop
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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.

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Message 2 of 3
lee_griggs
in reply to: zenop

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

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 3
zenop
in reply to: zenop

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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