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Mainly used for along-strand color changes (e.g. For example: by selecting hair strands within a grey-scale range of 20 to 50 (if white to black is 0 to 100), a randomized dye (or other special effects) can be applied. The principle is to use different hues to randomly separate each hair strand. black hair mixed with white hair or highlighting) and scattered reflections. Mainly used for cross-strand color changes (e.g. The usage of each texture channel will be touched upon in the following sections along with a brief explanation of their practical purposes. If you want to understand the principles behind each texture channel, you can refer to Unreal's hair project. This time around, the use of next-generation, Unreal-inspired process will be used to create the texture maps. In view of the complexity of the new shader mapping process and new requirements, a separate article is required to explain everything in detail.
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This map is optional, and can either be rendered or composited from other maps. Root material should be applied to the groom hairs and AOV should be set to albedo for proper rendering. Save this texture in JPG format for CC as PNG has no effect in the Opacity channel. ID material should be applied to the groom hairs and AOV should be set to albedo for proper rendering. Opacity should be composited into this texture in order to apply edge padding.
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Some pixel sampling is tolerated for more realistic real-time rendering. The smart hair shader utilizes 6 effect maps with an optional Base Color map: 8.1.2.1 Exposed Scalp Production Process.8 Brief Introduction to Baking Scalp Textures.7.3.4.3 Hair Bundle Positions and UV Arrangements.6.2 Using the Color Picker to Adjust Exposure.6.1 Converting 32 Bit to 8 Bit Z-Depth Map.6 Matters Needing Attention During Texture Production.
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