Custom Rman shaders available around, they are only 'core' part. Even you can apply them as 3dl property, you can't get proper point-based GI in most cases, especially not path traced GI, MIS an so on.Custom color mapping, coming from SI, won't work too, of course.All of free Marschner Rman shaders are single scatter model ( single scatter = Muh Hair). Implementation of fancy dual scattering model, this seems to belong to additional coding in RMan and 3delight, not a plain RSL - so, unless Pixar will have a mercy, don't believe you'll be able to get the dual thing in upcoming Renderman, too. Maya or SI, doesn't matter.
Perhaps the shortest path for one man band and single machine, it is to just hack the RSL of 3dl emulation of SI hair shader, add code for shifted highlight, map the parameter to something unused in PPG ( 'flat light' for example), use two or three opaque shaders in render tree, pass the result through constant shader for transparency and GI, at the end. 3delight is quite good in optimizing the structure of this kind. But this is really a hack. Regarding Mr, old Muh Hair definitively won't work, but there is a chance to get working version of p_HairTK, somewhere. Or, maybe, working implementation of built in 'basehair' in latest Mental Ray 3.12. Both are single scatter model, but, still more than out of the box solution. From: Leendert A. Hartog <hirazib...@live.nl> To: softimage@listproc.autodesk.com Sent: Saturday, December 6, 2014 1:55 PM Subject: Re: realistic hair shading SI-MR Any chance of achieving better results with 3delight (as it's so "budget friendly"), possibly with custom shaders? Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com