So far the shader in its current state is taking into account 3 anisotropic highlights for the hair. One is a sheen coat or shine on top of all highlights, second is the primary highlight of the hair that is shifted towards the tip of the hair, third is the secondary highlight of the hair that is shifted towards the root of the hair. All highlights can control there roughness factor and shifting along the hair for more control of highlights. The shine highlight and primary highlight have color values that can be mapped and changed to desired color to match certain hair colors. The secondary highlight used to have its own color value as well but from my observations the secondary highlight was always a more saturated color of the primary color picked for the primary highlight. So now the secondary highlight simply takes its color from the primary highlight and allows you to control its saturation value to achieve the secondary highlighting color. The hair diffuse component is a very basic lambertian hair model derived from the Kajiya and Kay’s diffuse model for hair. Still yet to concept up some ideas to take into account maybe single or multiple scattering into the hair. Actually this might not be need due to the fact that a simple constant ambient term in the hair does an ok approximation, even more if we stick to darker type hairs. The hair transparency is already set in place as well, allowing for root, tip and border control for the hair. Including an overall transparency control so the whole hair can be softened with the transparency. It is using a simple control of the shaders to force them to be transparent and control the shadow color, since hair is very depend on the look of the shadows being transparent and the shadow color its self.
There are still other ideas I’m toying with to improve the quality of the hair mainly one will be some sort of hair noise to mimic the glinting noise that is seen in hair due to its scaly nature. Also I might try to implement some sort of hair reflection that samples its environment so depending on how shiny the hair is it could reflect its environment or if the hair is coated with some shiny substance i.e. gel, water etc… I’ve been playing around with ideas as well in how to fake or take global illumination into account into the hair and possibly having occlusion as well.
when I get some more time I’ll post up some more recent render tests…
-MIGUEL
:Current Shader Attributes:





