Attached on the scene. Thanks again
p_HairTK and Shave Setup
I’ve been experimenting with the p_hair_with shave. It’s great, and renders faster than the normal shader. But then i go and try to map a color texture to the root and tip attributes, but the diffuse color comes out really really dark. It doesn’t look like the shader is reading the color texture at all. Am I making some noobish mistake?? I’m using standard maya file texture and a *jpg file. Any solutions?
I’m not sure. I too am having some problems using color maps with p_hairTK. I seem to be losing a lot of detail when I plug color maps into the diffuse root and fiffuse tip of p_hairTK.
Here is a sample of what I am talking about.

As you can see, the black line going down from the nose to the mouth area is almost lost when I use p_hairTK.
I am not sure what I am doing wrong.
Here are my settings:
rasterizer (rapid hair)
rasterizer quality samples 7
detailed shadow maps
2 spots (regular spots but also used p_spotTK to see if that made difference but did not)
I like what I get using only Shave but I would really like to use p_hairTK to take advantage of using the p_megaTK pass system for fur and need to resolve this problem to do so. Any ideas would be greatly appreciated.
I haven’t had any problems mapping color maps to the diffuse root and tip colors so far. The image looks like the tip isn’t getting the texture. Try turning off all the other attrs like specular and ambient to see if the diffuse starts showing up better, or to see if the issue causing it becomes apparent. Just a thought.
The problem I’m having is with mapping a texture length wise along the length of each fur strand. As far as I can tell this can be done with the p_hair_mapping node. But I can’t figure out how to set up the connections. Say I want to use a ramp with p_hair_mapping. How do I connect them to the p_HairTK node? Please help. Been trying web searches but I’m only finding vaugue posts to go off, and they’re not helping. Thanks!
agredbeard,
I believe you need to hook up p_hair_mapping outvalue to the U or V coords of your ramp. Then connect your ramp outcolor to the diffuse root and diffuse tip or p_hairTK.
Here is screen shot of my crappy setup of sphere and shave with p_hair_mapping and p_hairTK. Here, I just plugged the outvalue of p_hair_mapping into the V coord of the ramp. Then I plugged the outcolor or ramp into the diffuse and tip of p_hairTK.

if you have a texture in your diffuse and tip already, you can plug the outvalue of ramp into the ambient slot of p_hairTK. That is what Pavel did in this post.
http://forums.cgsociety.org/showthread.php?t=786803
Hope this helps. If it does not, I will try to help you figure it out.
Also, thanks for replying to my problem of colormaps not showing up properly with p_hairTK node. I tried unchecking everything like you said except for ‘enable diffuse’, but still no luck. Still looks the same.
Any other ideas would be greatly appreciated.
Thanks vg1!!!
I HAD been trying to get it to show up in the Ambient ala that post by Puppet. But, it wouldn’t work until I hooked it up to the diffuse root and tip. Maybe I missed something? But the effect in the diffuse works too.
I’ll see if I can reproduce the problem you’re getting with the texture in the diffuse root and tip.
Have you ever tried doing the same thing with p_hair_mapping but plugged into Transparency? I’m wondering if I can get a shape transparency-cut out of the hair “cards” (wide tip and root width). I’m Trying to make some Feather-like fur. Working on maya fur here at work. Will probably try feathers with Shave instancing too at some point when i get home.
In my tests the texture file node Filter Type of Mipmap, or the default Quadratic, had a really big impact on the appearance of my texture in the diffuse root and tip of p_hairTK. Blurred it out completely in the front. Switch the filter type to Off, and that seems to clear it up a lot. Let me know if that helped.
In my tests the texture file node Filter Type of Mipmap, or the default Quadratic, had a really big impact on the appearance of my texture in the diffuse root and tip of p_hairTK. Blurred it out completely in the front. Switch the filter type to Off, and that seems to clear it up a lot. Let me know if that helped.
I will definitely try this. My working file is at work and I will try this when I get back to work Tuesday.
Meanwhile, I will try to recreate something to test it here at home.
I will let you know the results
Glad to here that the p_hair_mapping problem is sort of working out for you.
Have you ever tried doing the same thing with p_hair_mapping but plugged into Transparency? I’m wondering if I can get a shape transparency-cut out of the hair “cards” (wide tip and root width). I’m Trying to make some Feather-like fur.
I have not tried this. Would be very interesting if it worked. If I find out anything about this I will let you know.
Hey Andrew,
Your recommendation of switching the texture filter type to ‘off’ worked. ![]()
I don’t understand why the filter type has to be changed from quadratic to off but it worked.
Thanks mate, cheers 
Or try mipmap with effects/filter=0.3 in this way you still get sharp textures without any filtering problem. Sometimes you need to use elliptical filtering but not with fur…
Hi guys, I´m having trouble with the p_hairtk shader, the hair is rendering in black and white and not in color, checking and unchecking the Override Geom shader makes the hair disappear in the rendered image, so I can´t go back and forth with it, but the biggest issue is with the hair color, I´m using Maya 2011 x64, and the v3.3 of the p_shaders thanks in advance for the help!

It’s hard to say exactly what’s going on there, but I would just take a look at the directions on these two blog posts on djx’s blog:
[http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/](http://www.djx.com.au/blog/2009/04/14/p_hairtk-p_hairtk_shadow-p_shader_replacer/)
[http://www.djx.com.au/blog/2009/11/03/p_hairtk-with-p_shader_replacer-update/](http://www.djx.com.au/blog/2009/11/03/p_hairtk-with-p_shader_replacer-update/)
This issue may be as simple as renaming the object that has the geometry shader/shader replacer plugged into it with a prefix of "AAA_". But without the scene file, or screenshots of the nodes, it's kind of hard to say for sure...
hope this helps... :D
EDIT: oops, I didn’t realize you were using Shave?!! Ok, still hard to say for sure. But I know the method is supposed to go: Select shave hair, assign p_HairTK to it (like you would a regular lambert material - i.e. right click assign new material), uncheck the override geom shader on the shaveShape, and set the hair render mode to “hair primitives” on the shave globals.
Hey Andy, thanks for replying man, yeah I already did all that, but I´m having the same results, don´t know what could be. :shrug: I manage to get some renders with 3delight since I was not happy with the mental ray result , but the specular control with the shave shader is a little clumsy, that´s why I was trying p_hairTk with mental ray. :hmm:
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.