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Derryl Rice avatar image
Derryl Rice asked ·

Arnold and XGen changing base color

I am using XGen regular not XGen groomable. I can get it to work with the groomable version.

How do you change the base color for for when using Xgen and ai Standard Hair shader? If you input a texture for the Base Color it adds it vertically from base to tip. Adding to the diffuse does the same thing.

I tried following this tutorial but it is very out of date. https://docs.arnoldrenderer.com/display/A5AFMUG/Assigning+Color+to+Splines. Is there a more recent version?

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Derryl Rice answered ·

Thanks, that was helpful. Oddly though I am still getting the same results of shading from the base to tip instead of across the UVs. I made sure the Ai Curve Implicit UVs was unchecked, but no difference.


ramp.png (1.5 MiB)
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What does the original scene/render look like?

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Derryl Rice answered ·

Lee, when I tried to follow that tutorial I ran into a few issues. First, the model provided is not the same as the tutorial, it is severely overlapping and causes Xgen to crash (what is the point of that?), It says "Create an Ai UserData Color node and connect it to the Tip Color attribute" I can not find a Tip Color. ? I tried Base color instead. I assume Color Attr Name is now Attribute. But when I get to the end and replace the texture and hit the disk/save icon, I still get black. There are too many variables to guess at to know what part may be wrong. Can you provide a simple working file? That would help tremendously. Thanks.

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Thanks for the feedback Derryl. I updated the tutorial and uploaded an updated scene.

A gotcha that caught me out was remembering to press the Disk icon after updating the file texture (otherwise it will render black).




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Lee Griggs answered ·
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Derryl Rice answered ·

It looks the same regardless of whether you check or uncheck Ai Curve Implicit UVs.

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Lee Griggs answered ·

The link should take you to Ramp Implicit UVs at the bottom of the page.

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Derryl Rice answered ·

Thanks for the link. But it is difficult to make sense of. I believe the section "Spline Color" is what you are pointing me to. The scene example provided is missing a graphic and gets errors when loading the Description. So it is hard to tell what the final is supposed to look like.

It says Step 1. "Go to the XGen window (Preview/Output tab) and make a note of the custom shader parameters names." but there aren't going to be any custom shader parameters unless you create them first. Or is it assumed that you are working with the provided (non-working) scene file?

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