Real Short Hair for G2M is not reflecting in scene
Boorsman
Posts: 261
I noticed that when I render a scene with a character using Real Short hair for G2M, it doesn't show up in the reflections. I don't mess with anything in the Surfaces(color) tab because a lot of the stuff there I don't undserstand. For example, fresnel strength, velvet color, velvet strenght, etc, etc. Any other hair I use does reflect. Does anyone have any experience using this hair have any suggestions?
render1b.jpg
1306 x 606 - 235K
render2.jpg
1306 x 606 - 160K
Comments
I don't have that hair, but it might be set with ambient occlusion off to speed up render time. What shader is it using? Does it cast shadows?
and I assume this is using 3delight? What is your ray trace depth?
I don't see ambient occlsion in the surfaces tab. I do see Ambient Active and it doesn't matter if it is set on or off. I have it set to cast shadows. Max Ray Trace Depth is set to 1. I didn't mess with anything in the render settings. As for a shader, it is using a texture preset that came with the hair. I applied it in the content library tab under pose.
I think you need a higher max ray trace depth to get reflections of transmapped hair
Yeah...set to 1, I'm surprised that there's as much showing up in the reflection as there is. But transparency mapping takes at least 1 'bounce'.
For this scene, I'd say a max depth of at least 4, probably 6 would do it.
From the product description it apparently isn't transmapped, but does use UberSurface. WHat does it show for "Occlusion Shading Rate Mode" and the four toggles above it (Fantom, Raytrace, Accept Shadows, Occlusion)?
Thank you, Fixmypcmike. I tried setting the Max Ray Trace Depth to different rates and nothing changed.
Also, under UberSurface settings...make sure Fantom is Off and Raytrace is On.
Mjc1016, that did it. Thank you.
Fixmypcmike, Thank you once again for your advice. I will save this post for future reference for transmapped hair.