Note that these however will generate an actual polygon mesh. The different primitives are compared below:. Generate Settings. Both Hair Strands Primitive and Polygon Primitives can be enabled and rendered at the same time if needed. If only one is required make sure you disable the other, otherwise overlapping geometry will be rendered. The Render Hairs option, which is Redshift's Hair Strand primitive, is a flat ribbon-like object that is optimized for a high volume of thin strands.
Polygon primitives, which are normal geometry created by Cinema 4D, give you the option to use deformers Bend,Twist,Displacer,ect. Polygon primitives also contain UVs so they can be textured like normal objects, ajd support the different projection modes of the texture tag. In situations with high counts of hair the Render Hairs option will give the best render performance. In order to have consistent results while using motion blur, especially deformation blur, we will need to cache our Hair Object.
Let's go to the Cache tab located in our Hair Object and Catculate. Caching Hair Object. The Hair Min Pixel Width setting is an optimization setting to help Redshift clean up noise by making the hair strands thicker so the camera rays have a better chance to hit the strands, but will also make them partially transparent to compensate for increased thickeness. Making the strands transparent will increase render times in that aspect, but allows you to keep lower unified samples, in the end you will end up with reduced render times.
It is recommended to keep Automatic Threshold enabled. For more information about Hair Min Pixel Width visit here. The Cinema 4D Hair Material not only affects the shading of strands but also the shape and size. Redshift translates all this information for us to render, but because of the different shading models between Redshift and the native Cinema 4D materials, the specualr channel will be too strong changing the appearance of the material.
It is suggested to tone it down to a low value, shown in the example below. You can blend multiple Hair materials on top of one another to get a varied result. You simply drag another hair material on to your hair object and adjust the blend settings, down below is an example on how this can be achieved. Let's take a look at a Hair object with a single material applied.
When we click on the Hair Material Tag we can see all of our options to blend our hair materials. Now let's copy the original hair material and change the color and a couple of the settings to keep a similar geometric look but with a completely different color. Cinema 4D will automatically give Redshift our blended result to be rendered.
So let's drag our new Hair material on the Hair Object, the materials will be used from left to right. While the default Cinema 4D material has a lot of flexibility and can give very good results we can also use the Redshift Hair Material and have the ability for custom shading inside our graph. The RS Hair material will then take over allowing the use of redshift nodes for custom shading.
Which is a simplified version of the Marschner Shading Model and introduces controls that are more user friendly, while still simulating the anisotropic reflections and complexity of real hair and fur to get realistic results.
Redshift simplifies the Sadeghi shading model into three reflections:. The Redshift Hair Material parameters are desribed in detail here. Let's take a look at how we can customize our hair material through the Redshift Shader Graph. Then we add a texture and a triplanar and set the mode to average. As you can see our Redshift logo is now populating our hair color. The Hair Position node will create a 0 to 1 value for each point on along our strand.
This can be connected to a Ramp node set to Alt Source mode to remap the colors. Let's take a look at how we can use the HairPosition node as a mask to color the tips of our hairs with more control. First let's create a HairPosition node and remap this with a Ramp set to Alt Source mode, to push the white towards the end of our hairs.
This will be used as a mask for our color layer. We will plug our Ramp into the Mask for Layer 1 and choose a bright blue as our color. As you can see we are now getting a blue color on the tips of our strands. The Hair Random Color node is used for randomization per strand. Its parameters are described down below.
The Hue Amount will determine how strong each strand's Hue color will change with a value from A value of 1 will effectively change every strand to a completely different color. The Saturation Amount will determine the saturation value for each strand with a value from A value of 1 will effectively desaturate some of your strands to the point they have no color and are white.
So let's take a look at how to use the Hair Random Color node. A new guide will be created at each guide point. The number of new guides created is dependent on the number of segments Segments setting the original guides have. Hair Lines. New guides will be created and placed randomly on the original guides.
The number of guides created can be adjusted using the Count setting. Hair Guides. Guide Tip. New guides will be created and positioned at the tips of the original guides. When using this option, the Random option in the Growth menu should also be selected. This setting always then comes into use if you edit the geometry on which existing guides are rooted i.
Internally, guides are linked to polygons, points, etc. If these are edited, some guides will be changed as well. The following options are available:. Selecting this option can result in a completely new distribution of guides. This can cause your hairstyle to have a really bad hair day, i. In this case, selecting Old or Unroot would be better. This default option basically leaves everything the way it was. Any guides affected by this option will be positioned as closely as possible to the old guide.
If this is not possible, existing guides will be interpolated to create a new guide. Basically works like the Old option, except that newly created guides will be unrooted, preventing changes from being made to the hairstyle.
Hence, deleting polygons on which hair grows will not delete the corresponding guides, as would be the case if you used either of the previous two options. So, use this option if you definitely want to avoid the hairstyle from being affected by changes to the underlying mesh. Nevertheless, unrooted guides do offer several disadvantages. U Spacing [ Use this setting to set the direction in which the guides should be oriented. Axis Local.
Use these settings to define the world axis, in whose direction the guides should point if the Direction option is selected in the Growth menu. If Local is activated, the coordinate system of the object on which the hair grows will be used. Spacing Distance [ Activate Min. Spacing if the guides should maintain a minimum distance Distance setting from one another. The Min. Spacing setting will not work if the number of guides is set so high that maintaining the defined minimum distance is no longer possible.
The Redistribute Roots setting in the Advanced tab can be used to try to maintain the minimum distance between roots. One of the functions of the Redistribute Roots setting is to define internally how often guides should be redistributed in order to meet the requirements of this setting. A texture can be placed into this field and used to define the guide density over the area of that texture. UV mapping will be applied to the hair-covered object, to which the Hair object is assigned. Density is a restrictive setting and can only be used in conjunction with the previously described settings, which, by the way, have priority.
For example, if you have a guide count of on an object with polygons, and the Polygon Center option is selected in the Roots setting, even the most elaborate texture will have no effect on the distribution of guides. Levels [ This setting quantizes internally a loaded texture according to its grayscale values.
Levels defines the number of gray tones that can be used. The lower the value, the rougher the steps will be, the higher the value, the more precise the steps will be. Points Link. The guides will then be linked with the Spline object.
If you switch to point mode and click on the Spline object, the guides will be treated as splines and can be edited accordingly. If you subsequently select the Hair object, you will see that the guides have conformed to the spline. You can also edit the guides using the Hair tools, which will, in turn, affect the spline. If you should then want to animate the splines per PLA animation , the guides will be affected as well.
Any point-based object can be placed into the Points Link field, even an empty polygon object. Dragging an empty object into this field would not make much sense, though, since most polygon tools will only affect the polygons themselves.
Edit Vertex [ If you are in vertex mode , you can use this setting to define which guide vertex should be active. A value of 0 will affect the point at the root of the guides; increasing values will correspondingly affect points located higher on the guides.
Use this button to manually re-root the guides in accordance with the settings in this tab. This setting has the same function as if the New option in the Map setting were selected and Auto Update active. Clicking this button will create new guides based on the settings in the Guides tab. Existing hairstyles, though, may be destroyed, i. Store Restore Clear.
Use Store to temporarily store a guide state e. You have three guesses as to what will happen if you click on Clear. Exactly, the stored guide state will be cleared deleted. Symmetry is designed for such instances when, for example, only half a head was modeled, and mirrored using the Cinema 4D Symmetry Tool.
You can then position guides on the half of the head that was modeled first, and mirror them onto the subsequently created half. Use this setting to define the mirror plane. With regard to characters, this will most often be the YZ plane. Show Guides. Activate this setting if you want to have the still virtual mirrored guides displayed as blue lines.
Auto Root. As soon as you click on Make Editable , new guides will be created. Auto Root defines whether roots will automatically be assigned to the guides active or if the guides should remain unrooted not active. Make Editable. Virtual guides will only then become real guides when Make Editable is pressed. The Hair tools can then be used to manipulate the hair a little in order to avoid a perfectly symmetrical look.
If the mesh is not perfectly symmetrical, newly generated mirrored guides will not be mirrored exactly, since they will have to be replanted. Auto Update Update Guides.
If you make changes to the guide settings, the changes made will automatically be shown in the editor view if the Auto Update setting has been activated. Otherwise, any changes made will first be visible after the Update Guides button has been pressed.
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