Principled Hair BSDF

ページ名:Principled Hair BSDF Node 2.8

~作成中~


 ≡ Reference
Add > Shader > Principled Hair BSDF

The Principled Hair BSDF is a physically-based, easy-to-use shader for rendering hair and fur.


BSDF シェーダー


iTip

Realistic hair should have a minimum of variance between each strand. The shader allows for this by specifying two values, Random Color and Random Roughness, which remap the specified Melanin/Roughness values to the range Color / Roughness ± Randomization%

Inputs

Color

The RGB color of the strand. Only used in Direct coloring.
カラーを設定します。

+Hint

The chosen color is converted to an absorption coefficient with the following formula (section 4.2 of [CBTB16]):


σa = ln(Color) / (5.969 − 0.215βN + 2.532β2N − 10.73β3N + 5.574β4N + 0.245β5N)2


where βN is the radial roughness of the hair after applying randomization (if specified).


../../../_images/render_shader-nodes_shader_hair-principled_demo-color.jpg
Coloring hair using the Direct coloring parametrization. (The numbers on top are the RGB values.)

Melanin

Absolute quantity of pigment. Range [0,1] equivalent to [0%,100%].
値 (0.0 - 1.0) を設定します。

+Hint


This is a linear mapping to the underlying exponential function:


melanin_qty = −ln(max(1.0 − Melanin, 0.0001))


../../../_images/render_shader-nodes_shader_hair-principled_demo-melanin.jpg
Melanin.

Melanin Redness

Ratio of pheomelanin to eumelanin. Range [0,1] equivalent to [0%,100%].
値 (0.0 - 1.0) を設定します。

+Hint


The ratio formula is:


eumelanin = Melanin ∗ (1.0 − MelaninRedness)
pheomelanin = MelaninMelaninRedness


The resulting quantities are converted (after randomization, if specified) to absorption concentration via the following formula (section 6.1 of [EFHLA11], adjusted for the range [0,1]):


'''σa = eumelanin ∗ (0.506, 0.841, 1.653) + pheomelanin''' ∗ (0.343, 0.733, 1.924)


../../../_images/render_shader-nodes_shader_hair-principled_demo-melanin-redness.jpg
Melanin Redness.

Tint

Color used for dyeing the hair after applying the melanin pigment. It is not subject to randomization. It can be disabled by setting the color to white.
値 (0.0 - 1.0) を設定します。

+Hint

This is converted via the Color mapping above and added to the absorption coefficient of the melanin concentration.

../../../_images/render_shader-nodes_shader_hair-principled_demo-tint.jpg
Tint, using Melanin 0.1 and the corresponding RGB values.

Absorption Coefficient

Attenuation coefficient σ
基準法線を入力します。

Roughness

Specify how much the glints are smoothed in the direction of the hair shaft. Too low values will smoothen the hair to the point of looking almost metallic, making glints look like Fireflies; while setting it too high will result in a Lambertian look.


../../../_images/render_shader-nodes_shader_hair-principled_demo-roughness.jpg
Roughness.

Radial Roughness

Specify how much the glints are smoothed in the direction of the hair tangent. Too low values will concentrate the glint; while setting it too high will spread the light across the width of the strand.
値 (0.0 - 1.0) を設定します。

+Hint

Mathematically, this parameter is mapped to the logistic distribution’s scale factor s (section 4.1 of [CBTB16]).

../../../_images/render_shader-nodes_shader_hair-principled_demo-radial-roughness.jpg
Radial Roughness.

Coat

Simulate a shiny coat of fur, by reducing the Roughness to the given factor only for the first light bounce (diffuse). Range [0,1] equivalent to a reduction of [0%,100%] of the original Roughness.
値 (0.0 - 1.0) を設定します。

../../../_images/render_shader-nodes_shader_hair-principled_demo-coat.jpg
Coat.

IOR

Index of refraction (IOR) defining how much the ray changes direction. At 1.0 rays pass straight through like in a transparent material; higher values give more refraction. Default value is 1.55.
値 (0.0 - 1.0) を設定します。

Offset

Tilts the glint of the hair by increasing the angle of the scales of the hair’s cuticle with respect to the hair shaft. Human hair usually has low values.
値 (0.0 - 1.0) を設定します。

Random Color

For each strand, vary the melanin concentration by RandomFactor. Range [0,1] equivalent to [0%,100%] of the initial melanin concentration.
値 (0.0 - 1.0) を設定します。

+Hint

The melanin concentration is multiplied by randomFactor, where
randomFactor = 1.0 + 2.0 ∗ (Random −0.5) ∗ RandomColor

../../../_images/render_shader-nodes_shader_hair-principled_demo-random-color.jpg
Random Color.

Random Roughness

For each strand, vary both Roughness values by RandomFactor. Range [0,1] equivalent to [0%,100%] of the initial roughness values.
値 (0.0 - 1.0) を設定します。

+Hint

The applied formula is the same one as for Random Color.

Random

Random number source. If no node is connected here, it is automatically instanced with the value obtained from Hair Info ‣ Random.
Hair Info NodeRandom
値 (0.0 - 1.0) を設定します。

Properties

Color Parametrization

The shader provides three different ways, or parametrizations, to color the hair strands.

Direct Coloring

Choose the desired RGB color and the shader will approximate the necessary absorption coefficient (below).

Melanin Concentration

This mode defines the color as the quantity and ratio of the pigments which are commonly found in hair and fur, eumelanin (prevalent in brown-black hair) and pheomelanin (red hair). The quantity is specified in the Melanin input, and the ratio between them in Melanin Redness. Increasing concentrations darken the hair (the following are with Melanin Redness 1):

  • White (Melanin 0)
  • Blonde (Melanin 0.25)
  • Reddish (Melanin 0.5)
  • Brown (Melanin 0.75)
  • Black (Melanin 1)

Additionally, the Tint inputs allows to dye the hair with the desired color.

Absorption Coefficient

Specifies the attenuation coefficient σa, as applied by the Beer-Lambert law. This mode is intended mainly for technical users who want to use coefficients from the literature without any sort of conversion.


Beer-Lambert law


Outputs

BSDF

Standard shader output.
~ BSDF シェーダが出力されます。

References

This shader is an implementation of the paper by Chiang et al. [CBTB16], which was used in the Disney film, “Zootopia”®.

CBTB16(1,2,3)

Chiang, M. J. , Bitterli, B. , Tappan, C. and Burley, B. (2016), A Practical and Controllable Hair and Fur Model for Production Path Tracing. Computer Graphics Forum, 35: 275-283. doi:10.1111/cgf.12830

EFHLA11

d’Eon, E. , Francois, G. , Hill, M. , Letteri, J. and Aubry, J. (2011), An Energy‐Conserving Hair Reflectance Model. Computer Graphics Forum, 30: 1181-1187. doi:10.1111/j.1467-8659.2011.01976.x






シェアボタン: このページをSNSに投稿するのに便利です。


最近更新されたページ

トップページ

ようこそ※本サイトは、諸事情により、Blender Cycles memoから移植中のサイトです。現在、移植中のため内容が整っていない箇所が多数あります。しばらくの間は、お手数おかけしますが、オリジナ...

Wireframe Node

~作成中~ ≡ ReferenceAdd > Input > WireframeWireframe (ワイヤーフレーム) ノードは、Cycles に表示されるオブジェクトのエッジを取得するた...

Volume Info Node

 ≡ ReferenceAdd > Input > Volume InfoVolume Info ノードは、Smoke ドメインに関する情報を提供します。InputsなしProperties...

Value Node

 ≡ ReferenceAdd > Input > ValueValue (値) ノードは、ツリー内の他のノードに数値を入力するための単純なノードです。InputsなしPropertiesD...

UV Map Node

 ≡ ReferenceAdd > Input > UV MapUV Map ノードは、特定の UV マップを取得するために使用されます。アクティブな UV マップのみを提供する Textu...

Tangent Node

 ≡ ReferenceAdd > Input > TangentTangent (タンジェント) ノードは、Anisotropic BSDF Node のタンジェント方向を生成します。In...

RGB Node

 ≡ ReferenceAdd > Input > RGBRGB ノードは、他のノードに対して色情報を出力します。InputsなしPropertiesRGB ノードはカラー ピッカー ウィジ...

メニュー

>はじめに├ Cycles とは├ スタートガイド├ 基本的なライティング└ カメラについて本サイトの表記法についてキーボード ショートカット>リリース ノート├ Cycles リリースノート├ 2....

Light Path Node

 ≡ ReferenceAdd > Input > Light PathLight Path (ライトパス) ノードは、シェーダーがどの種類の入射レイ (incoming ray) に対して...

Light Rays

~作成中~Light Rays Ray types can be divided into four categories:Camera: the ray comes straight from th...

Musgrave Texture Node

 ≡ ReferenceAdd > Texture > Noise Texture2.9 Musgrave (マスグレイブ) テクスチャ ノードは、入力テクスチャ座標でフラクタル パーリン ...

IES Texture Node

 ≡ ReferenceAdd > Texture > IES TextureIES テクスチャは、IES ファイルに基づいて現実世界のライトをマッチングさせるために使用されます。IES フ...