VV AnisoHair (WIP)

The idea behind the system is simple - generate greyscale data to emulate hair, and base the material operations off of that.

The idea behind the system is simple - generate greyscale data to emulate hair, and base the material operations off of that.

By gradient mapping this result, different profiles give different color results in the same color range..

By gradient mapping this result, different profiles give different color results in the same color range..

Opacity can be directly affected and "cut", for clipping the end length of the hair to cut down it's visual length, without having to change any mesh data.

Opacity can be directly affected and "cut", for clipping the end length of the hair to cut down it's visual length, without having to change any mesh data.

Results can still be used in more realistic hair material setups as well:

Results can still be used in more realistic hair material setups as well:

Random color variation! Typically a feature used for IDs; but for baking out directly into the base color, it's useful as well - gives some randomness, and at high ranges, the appearance of unnaturally died or treated hair.

Random color variation! Typically a feature used for IDs; but for baking out directly into the base color, it's useful as well - gives some randomness, and at high ranges, the appearance of unnaturally died or treated hair.

Using a singular gradient map, but different strand prolfies, different styles of a similar nature can be iterated through.

Using a singular gradient map, but different strand prolfies, different styles of a similar nature can be iterated through.

Example of parametric controls, and how they affect the greyscale result

Profile variations, WIP.

VV AnisoHair (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.