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Resources Sections General Install/Setup Options Settings Performance Optimizations mi Scene File FG/AO/GI Subsurface Scattering Shiny Stuff mrfm (Maya) Shader Writing Hair and Geometry Shaders | Hair and Transparency
![]() When working with hair primitives, it is often useful to add transparency. In this example, we added transparency to the mib_illum_hair function, which comes as source for all releases of mental ray. The hair primitive will specify 4 texture scalars for rgb and alpha. We also add motion blur. In the left picture, we show it rendered with "-motion off". Note that the mi file must specify the transparencies through an extra texture scalar included in the hair scalars. However, this could be moved into a geometry shader specifying larger groups of hair. The key is to notice how to deconstruct the texture scalars, as we do with a simple texture function used as input for diffuse and/or ambient. From that function, which we name Example usage from an mi file might look something like: Here's a two hair example, for which we will add motion blur ![]() We added motion blur to the above picture by using Hair primitives with transparency can be used to implement a variation of line based particle rendering. Here's another primitive pic: ![]() |