Hi,
I have a hair primitives shading question:
I want to use the below black and white texture mask to drive the percentage/chance/probability between two color inputs (this case blue/red). I am using a layer_RGBA and want to use the "mix" input to do this (in case I want to layer other colors on in the future).
Basically if my texture mask has a value of 1.0 , I want input2 to have a 100% chance of appearing, if my texture mask have a value of 0.5 I want a 50% chance of input2 randomly appearing on the hair primitives and so on. I only want 100% of input1 and 100% input2, no mixing between the two. Hope this makes sense.
Is there a way to do this with standard Arnold out the box?
Closest I've gotten is the below network:
Which results in this, which is not quite what I am after since there are hairs which have a value between the two inputs, e.g either not 100% input1 or 100% input2, but a mix between the two.
As mentioned I want only 100% of input1 and 100% input2, depending on the value of the texture, lets say 0.7, it would then give me 70% blue hairs(input2) and 30% red hairs (input1).
Any suggestion would be appreciated.
cheers,
Klaus
Maybe a color_correct would give you more control over the output?