Example of parametric controls, and how they affect the greyscale result
Profile variations, WIP.
AnisoHair - a Substance suite hair texturing generator.
This is a building block in a system I'm currently creating for making stylized and realism focused hair - I'm aiming to make something mesh-agnostic and highly compatible with existing assets, and simple to use.
Using a custom FXmap driven "anisotropic noise" generator, stylized, uniform, procedural basis textures can be created to drive other material calculations, or generate color and other material properties directly.