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The 3Delight Hair shader is a physically plausible shader that renders hair and fur using a Monte-Carlo simulation. A Monte-Carlo simulation explores the different light paths inside a medium (in this case, a clump of hair) to produce an image.

An interesting aspect of hair rendering is that all the intricate visual details seen in hair stem from the scattering of light in a multitude of hair strands and is not due to the complexity of a single hair strand. This seemingly simple observation explains why so many complex shaders are not successful at conveying the look of realistic hair. This includes the widely used shaders based on the Marschner model.

 

Example renders of blond, red and dark hair. Note the glow caused by light scattering inside blond and red hair. Also note how black hair has
nice silky fetures. The "glint" on hair strands is caused by caustics inside hair strands and is not an after thought of the shading model.

All theses features necessitate proper simulation of light scattering in hair clumps.  

The Model

The shader simulates 3 scattering events from one single hair strands and then proceeds with a Monte-Carlo simulation to follow light paths inside the hair volume. 

 

 

 
  • Reflection (R) : light directly reflected from the surface of a hair strand. In many other hair materials this element is named the primary highlight.
  • Transmission (TT) : light goes throught the hair strand and interacts with the interior of the strand (absorption). This term is repsonsible of the back lighting that is visible when puting a light behind a hair clump.  
  • Secondary Reflection (TRT) : light travels through the hair twice before going back to the same side it entered. As this light path gets absorbed twice and interacts 3 times with the surface of the hair strand it is much dimmer than R and TT. In many other hair materials this element is named the secondary highlight.

 

Before explaining the parameters of the shader in detail, please note that :

  1. There are no diffuse terms. Most shaders have an add-hoc diffuse term to approximate the soft look of hair. In reality, this soft look is caused by light scattering and is not related to a classic diffuse BRDF..
  2. No control over directly reflected colour. Direct reflections have the same colour as the incoming light. Any coloured visual features are due to light passing through through a strand of hair. 
  3. There are no "glint" parameters. This visual feature is caused by caustics inside each hair. Depending on hair roughness, light gets periodically concentrated in some areas of each hair strand and this causes the so-called glint.
  4. We don't use secondary/primary highlight nomenclature

Material Parameters

 

Parameter

Description
ColourThis is the colour of one hair strand. It is defined as (1 - Absorption). Absorption inside a hair strand is the main parameter driving the overall look of hair. Fair hair has small absorption levels (Hair Colour is closer to white), while dark hair has high absorption (Hair Colour is closer to black). When absorption levels are low, light scatters more so more "glow" is more apparent.
Thickness

The diameter of one hair strand. The wider the hair the more it absorbs light. 3Delight first computes the absorption levels from Hair Colour and then multiplies that absorption by this parameter to get the actual absorption inside one hair strand.

Note that is parameter doesn't affect the geomtric thickness of hair

Reflection RoughnessThis is the roughness of the direct reflection. The range is [0..1] with values closer to one meaning rougher hair.
Transmission RoughnessThis is the roughness of the transmission component of the model. The range is [0..1] with values closer to one meaning rougher hair.
TRT RoughnessThe is the roughness of the TRT component of the model.
Reflection Weight 
Transmission Weight 
  
  

 

Material Output Variables

 

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