It's a long time ago that I did hair with mr, Arnold makes that a breeze now. 
But I did that always with the rasterizer. If the hair is not to long you could 
bake the final gathering into a texture and use that to mix it into the 
shading, which gives you a nice look without too much rendering time.
Cheers
Chris 

Von meinem iPhone gesendet

> Am 07.12.2014 um 09:17 schrieb [email protected]:
> 
> Thanks Matt -
> interesting - I've come across a custom hair normals shader that was giving a 
> better, more "tube" or "cone" feel - that gave some more "presence" to the 
> hairs. (More so at close up) - and in my understanding the flat vs 
> cylindrical normals was the explanation. But I stand corrected.
> Still I've found the crosswise gradient as a bump useful on hair (and grass) 
> to give them a less flat feel.
> 
> You're very right of course that flat ribbon is much more geometry efficient 
> than cylinder - with all the memory advantages - but when 3Delight renders 
> those beautiful hair 'tubes' without any geometric artifacts, much more 
> convincing looking and much faster and at a fraction of the memory overhead - 
> it's hard to complement MR on its very efficient choice of the flat ribbon. 
> (apples and oranges, I know)
> 
> Yes, I did my own digging in rendersettings for hair on Barnyard. Having a 
> screenful of unique characters, each with several patches of hair, with 
> wildly different styles and requirements, 8 years ago, on MR, with 
> requirement for a plethora of lights in the scene, all of them with 
> (soft)shadows. The default settings fall down quick, as in: results not good 
> enough plus too slow, but there is a lot to be got out MR in that respect 
> yet. (which was the main reason for my reply to OP) I recall rasterizer and 
> shadowmaps as two main ones for making it look better (also filtering and 
> sampling ofcourse) - and then all those little parameters to get the 
> rendertimes down. BSP, raydepth, and careful use of partitions and visibility 
> settings!
> And from that production (and others after) I've never had the feeling of 
> hair being a real bottleneck for lighting. Particles and effects much more so 
> in those pre-pre-ICE days.
> 
> Cheers
> 
> -----Original Message----- From: Matt Lind
> Sent: Sunday, December 07, 2014 2:03 AM
> To: [email protected]
> Subject: realistic hair shading SI-MR
> 
> @Peter
> 
> MR hair geometry is flat ribbon, but the normal is computed from a virtual
> cylinder like a normal map with full control over shaft radius and taper
> along the length.  For most practical purposes it should create the desired
> look.  Using the utility shaders (math/lookup nodes) available in the
> rendertree, you can read hair UV coords and surface normal yourself if you
> want to shade them differently than the provided hair shaders.  Mental ray
> stores hair information in the state which can be accessed by any shader
> which cares to dig into that information.
> 
> The reason for flat ribbon is to allow hair to be represented as physical
> geometry which can be styled and groomed, respond to dynamics, and use
> material/texture shaders for shading while keeping memory consumption
> low/reasonable (representing hair as geometry is hugely expensive).  Mental
> ray does offer true cylinder hair, but to get cylinder hair would require
> the hair shader to be implemented as a volume shader (which would have it's
> own set of issues).  I believe that was how the original softimage hair
> shader from 10 years ago was implemented.  It rendered hair convincingly for
> the basics such as highlights, but most people didn't like it because as a
> volume shader it did not permit styling and grooming (or at least not much
> control over it), and rendered quite slow with frequent crashing as mental
> ray volumes can be a bit finicky.
> 
> I experimented with hair rendering in mental ray for Barnyard all those
> years ago.  From a purely technical point of view, writing shaders for hair
> isn't too hard - it's just standard material/texture shader with additional
> metadata for the hair.  The key to getting results is being smart with your
> render settings.  You must be stringent on ray depth, recursion, shadow
> type, memory limits, and so on.  Setting them too generously will make your
> render times go through the roof as you're telling mental ray to wander and
> find things to do which probably aren't necessary.  the default render
> settings in Softimage are probably too generous for hair.
> 
> 
> Matt
> 

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