Tutorial No.60 Understanding Standard Hair Material in Arnold for 3ds Max

thank you for watching this free video
tutorial from our course comprehensive
introduction to Arnold for 3ds max make
sure to visit our website McGrath class
comm and check the entire course out

it’s lets them take a look at Arnold’s
standard shared material which is a
physically based shader to render
realistic hair and fair so in this scene
we have this pillow object with some
hair and fur modifier now let’s press M
to go to our material editor your
right-click in the material section
Arnold’s surface you have this standard
hair materials
so let’s now in order to actually assign
these hair material to your hair and
fair you need to go to the modifier and
in the custom shader section enable
apply shader and simply drag and assign
this standard hair shader okay now as
you can see there are a lot of
parameters but thankfully most of these
parameters are simply for artistic
controls and to achieve really really
realistic hair looks the only parameters
that you need to adjust this melanin
melanin redness melanin randomized
roughness IR and shift and the rest of
the parameters are simply for artistic
controls and not needed to achieve
realistic hair look so let’s run the
active shade and see what we are going
to get now this is the default render
that we have and as you can see we get
this realistic document though it’s a
bit noisy and you might need to increase
our specular samples but for now we are
going to just leave it like that and
take a look at the parameters that we
have now the first and the most
important parameter here is this melanin
value melamine is basically is the
pigment that gives human skin hair and
eye their color dark skin people have
more melanin in their skin than a
light-skinned people have and the
melanin parameter here
is used to basically generate the
natural hair color by controlling the
amount of melanin in hair so if you use
a lower melamine value let’s say like
point two here you’re going to have a
lighter more blond color at around point
four point five point six you’re going
to get more Brown and red hair colors
and at around one you’re going to get
obviously black hair color so you can
see at point two we get these blonde
hair color if I said smelling two point
five we get this more Brown red hair
color so you can see just by the melanin
color you can achieve different hair
look you can go and try you know point
three point four point forty five to see
the exact colors that the melanin wall
you produce it but you can see how easy
it is to achieve really really realistic
human hair in the Ahnold for 3ds max
just one wall you just the melanin value
and you’re good to go so you can see at
about point five we get this kind of
brownish hair color and if I obviously
increase it to let’s say something like
point nine or one we’re going to get so
as you can see now we have this black
hair color okay for now let’s leave the
melamine wall you guys point five so we
get this kind of brownish hair color and
the next grammar that we have this
melanin redness which controls the
overall redness up key here as you can
see at 0.5 this is what we get and if I
increase the melanin redness to one you
can see we have increased the overall
amount of redness in the hair so in this
case this is 1 and the right render is
set to point five because we have this
extra redness in the hair so you can do
that using the melanin redness volume
now next we have this melanin randomized
which basically randomized the amount of
melanin in the hair fibers which result
in a more random hair colors for the
hair strand so by default it’s set to
zero let me create a copy
the mill and randomized something like
one and see what you’re going to get so
now as you can see we get this
randomized look in this right render
when the Milani well you Melanie
randomized well view what’s said to zero
we would get the exact melanin while you
in our render but when set to one we get
different smellin in values for our
first strength from zero to one and that
gives this randomized low compared to
what we have here let’s mean zero out be
randomized for now so that’s about the
melanin values and those are the most
important parameters to create and
achieve realistic hair looks and I
really really love it I mean if you have
used Arnold in previous versions we have
tons of parameters keep color route
color different specular and
transmission controls to achieve that
look that you need but here using only
the melanin values you can achieve all
types of realistic and physically
accurate ears without any effort on your
part now we have a few other parameters
I wanna quickly take a look at in this
color section obviously we have the
weight which is the overall brightness
up to here
so if I go something like zero we get a
black shader and if I was not something
like 25 we get half of the brightness up
our previous render going twelve steps
one and at one it be physically accurate
value and we have this base color so if
you set the melanin value to zero you
can actually control the color of T here
using the any color that you want right
and in this case that if you actually
want to specify a texture for your hair
you need to set the value to zero and
basically connect your texture to the
color input up key standard here I’m
going to just cancel that and set the
melanin back to 0.5
now the next section that we have the
special are section and the first rafter
here is obviously the rockness which
controls the roughness up her specular
reflection and transmission lower wall
views obviously will give sharper and
brighter specular reflections and going
to result in a shinier look while higher
wall used obviously gonna give softer
highlights and result in a more and
diffused and kind of dull are little
compared to before so this is the render
that we have when the arachnid is there
two points to let’s set the roughness
something like point five and see what
we are going to get okay so here is our
render who the roughness said two point
five and if you compare it with the
right render in which the roughness
what’s the two point two we obviously
are going to get a bit more disc used
look we are having a rougher specular
reflection compared to this right render
in which we have a sharper specular
reflection and that results in a shinier
look compared to this dollar look on the
Left render and the next value here is
the IOR value let me state the roughness
for now two point two I are all use
obviously we have talked about this is
the index of refraction basically the
overall Pernell and basically it’s
really the overall amount up for a
selectivity if you I want to say so add
a lower value say this is one point 55
right if I go to a lower eye our while
you like point one point two you can see
B here would be kind of like two
reflective compared to the right render
I don’t want to go into technical stuff
about how the IR value specifically
works for D hair strength but if you can
see the result that you see that lower
IR values will normally result in a less
reflective look and higher IR while you
will result in stronger specular
reflection on our hair strands to five
so that’s one point two this is
so that’s one point two this is 1.55 and
if I increase the IRL to something like
- so this is our render with the IR what
we said - - and if I compare it so there
you go the first render testicular the
IR while you wanted to 1.2 then 1.55 10
two of these the increasing the r-value
is going to make the reflections more
even and therefore we’re going to see
stronger reflections by increasing our
IR wall you in our hair strength right
so let me close this and set the IR
while view and stare - for in this case
for now another important travel that we
have is the shift well view which shifts
the primary and secondary specular
reflection away from the perfect no
direction or away from the root of the
hair strength now for realistic human
hair this wall you should normally stay
below 4 or you know in something between
0 to 10 but normally it should stay
below 4 so if I set this to something
like let’s say 25 so you can see by
increasing the shift value you’re
basically shifting the primary and
secondary specular reflections away from
the root of the hair strength let me set
this to 3 again
now the rest of the parameters first of
all are very self-explanatory special
are 1 2 transmission and these values
are normally being adjusted and
controlled in real time based on the
melanin value that you specify here and
they should stay wide to achieve
realistic here look we have the diffuse
section and if you choose the most a as
0 again to achieve realistic hair looks
but if you are trying to simulate a
dirty or damaged hair you need to have
some diffuser in this case if I increase
if you waste something like 0.5 we start
to get that kind of more dirty I’ll be
3.5 it will be too much so about
something like going to maybe we start
to get that damaged dirty look if you
want to and you need to specify the
diffuse color and to the exact color
that you want here so this is what we
get with diffuse weighted to point to
this more kind of damaged dirty elope
let mr. t diffuse way to 0 also in the
Advanced section we have some parameters
we have the capacity you can want it to
whether we get fully opaque hair
strength but if you lower the wall you
are going to get kind of less opaque
more transparent hair strand that can
resolve in a softer look but it’s
setting the opacity wall you to other
than wide and in attempt to kind of
making the hair looks after is going to
increase your under time like crazy so
you should normally stay at wide unless
you are going for a specific look and we
have the indirect excuse and indirect
specular which controls how much
indirect excuse and their specular raise
will affect our hair strands so if I
study in direct diffuse we step to one
and this is step two zero now in this
case the interested killer will affect
the hair strands a bit more because you
are fep taking our hair on stage our
raid so we can see without the in red
specular right we get it
not quite physically accurate look so
this valve you should also stay at one
now we have this extra right left here
and this is adding extra specular ray
depth just for this shader and for
lighter hair colors it’s necessary that
we have some extra radius also the Ray
depth in the scene is set to something
like 1 and we have 16 extra lives only
extra specular that’s only for the
straighter so if I go to
let me create a copy here close this
so if I set the extra rate that gives
something like 1 and especially if I use
a lighter hair color let’s say something
like to the effect of the extra depth
all you would give it to our parents can
see at 1 we get this result and add the
16 we add extra speculative for this
particular shader so it will look more
realistic now in order to clean the look
up D here and make it know extremely to
increase the stick euler samples because
obviously the hair shader is based on
specular then we have no diffuse
component by default so you need to
increase the specular sample to have a
clean render now for the final render go
to our production rendering mode and I
have my camera sample 2 to 5 diffused a
2/4 which was 2 to 6 and also let’s
increase the hair count to something
like I would say 65,000 here ok from
20,000 so now I’m going to go ahead and
under the scene so here is our under and
as you can see by only adjusting the
melanin value and the melon your in this
value we got this beautiful highly
realistic hair shader using the Arnold
standard hair shader so that’s about
Arnold standard hair shader thank you
for watching this free video tutorial
from our course comprehensive
introduction to Arnold for 3d snacks
make sure to visit our website Makarov
class calm and check the entire course