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 <[email protected]>
To: [email protected]
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