Community
Arnold for Cinema 4D Forum
Rendering with Arnold in CINEMA 4D using the C4DtoA plug-in.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

How to texture hair length when you "Export UV" in C4D?

4 REPLIES 4
Reply
Message 1 of 5
edenexposito
1126 Views, 4 Replies

How to texture hair length when you "Export UV" in C4D?

How I can control hair color from root to tip (Texture along V) at same time when I had applied a texture to create a color fur pattern ("Export UV")?. Here an image

57-hair.jpg

Tags (3)
Labels (3)
4 REPLIES 4
Message 2 of 5

The position along the length (from 0 to 1) is stored in the barycentric v coordinate (bv) which you can read via the state_float shader.

For example in the following network a ramp shader is controlled by bv (select 'custom' type in the ramp) to interpolate between a static color and a texture (Export UVs is enabled):

64-hair-texture.png

Message 3 of 5
edenexposito
in reply to: edenexposito

Thanks! Works like a charm

Message 4 of 5
lamarKPDHG
in reply to: edenexposito

>>>For example in the following network a ramp shader is controlled by bv (select 'custom' type in the ramp) to interpolate between a static color and a texture (Export UVs is enabled):<<<

If you wanted to simply use the entire color of the image would you then plug the image into both ramp colors?

Also, What happens to the base color in the standard hair shader in this type of setup?

I ask because I'm trying to do this with grass and following your advice to the letter brings some dark roots and results that aren't as good as the previous technique in Arnold.

Message 5 of 5

> If you wanted to simply use the entire color of the image would you then plug the image into both ramp colors?

The ramp setup interpolates between Color 1 and Color 2 from root to top. If you just want to use the texture through the whole curve then no need for the ramp, simply connect the texture to the Diffuse Color.

> What happens to the base color in the standard hair shader in this type of setup?

In this setup the the Diffuse Weight controls the diffuse contribution. 1 means fully diffuse scattering and the Base color has no effect.

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report