The RS Hair material will then take over allowing the use of redshift nodes for custom shading. The default RS Hair material will use the C4D Hair Attributes node, which will access the blended result of all Cinema 4D Hair materials attached to the hair object. While the default Cinema 4D material has a lot of flexibility and can give very good results we can also use the Redshift Hair Material and have the ability for custom shading inside our graph. You can use as many Hair Materials as necessary on your Hair Object. Because we only want a bit of this new material coming through, we will set it to Percent mode and set the amount to 5%, which means only 5% of this material will come through,meaning the other 95% will be our original material we had applied. So let's drag our new Hair material on the Hair Object, the materials will be used from left to right. Now let's copy the original hair material and change the color and a couple of the settings to keep a similar geometric look but with a completely different color.Ĭinema 4D will automatically give Redshift our blended result to be rendered. When we click on the Hair Material Tag we can see all of our options to blend our hair materials. Let's take a look at a Hair object with a single material applied.
![hdri cinema 4d export hdri cinema 4d export](https://lightmap.s3-eu-west-1.amazonaws.com/docs/external_images/HDRLS_T2_C4D_OCTANE.png)
![hdri cinema 4d export hdri cinema 4d export](https://s3.amazonaws.com/cdn.freshdesk.com/data/helpdesk/attachments/production/12094901457/original/fWg-CCMAF0wKUhRXWTWMyiUOlBBUGV1IyA.png)
You simply drag another hair material on to your hair object and adjust the blend settings, down below is an example on how this can be achieved. You can blend multiple Hair materials on top of one another to get a varied result. It is suggested to tone it down to a low value, shown in the example below. Redshift translates all this information for us to render, but because of the different shading models between Redshift and the native Cinema 4D materials, the specualr channel will be too strong changing the appearance of the material. The Cinema 4D Hair Material not only affects the shading of strands but also the shape and size. For more information about Hair Min Pixel Width visit here. It is recommended to keep Automatic Threshold enabled. Making the strands transparent will increase render times in that aspect, but allows you to keep lower unified samples, in the end you will end up with reduced render times. The Hair Min Pixel Width setting is an optimization setting to help Redshift clean up noise by making the hair strands thicker so the camera rays have a better chance to hit the strands, but will also make them partially transparent to compensate for increased thickeness. Let's go to the Cache tab located in our Hair Object and Catculate. In order to have consistent results while using motion blur, especially deformation blur, we will need to cache our Hair Object. In situations with high counts of hair the Render Hairs option will give the best render performance. Polygon primitives also contain UVs so they can be textured like normal objects, ajd support the different projection modes of the texture tag. Polygon primitives, which are normal geometry created by Cinema 4D, give you the option to use deformers (Bend,Twist,Displacer,ect.) as well as sub-divide your geometry. The Render Hairs option, which is Redshift's Hair Strand primitive, is a flat ribbon-like object that is optimized for a high volume of thin strands. The different primitives are compared below: Note that these however will generate an actual polygon mesh. We can disable Render Hairs and use the different Polygon primitives by changing the Type parameter as shown below. With the Render Hairs option checked on (enabled by default), our Hair Object will use Redshift's Hair-Strand primitive generated at scene conversion time. There are a few options in the Generate tab of the Hair Object, that will effect how our hair will render with Redshift. Hair Min Pixel Width Hair Object Generate More information on the Hair Min Pixel Width can be found here.
![hdri cinema 4d export hdri cinema 4d export](http://www.plugins4d.com/img/texcon/preferences.jpg)
We are going to enable Hair Min Pixel Width which will allow for cleaner results without having to crank up our unified sampling. Redshift is taking all these attributes into account so we are getting a much more natural looking result compared to the flat boring hair shown above.īefore we render let's take a look at at the Optimization tab in Redshift's Render Settings. Let's adjust the Thickness, Length, Frizz, Kink and Curl to add some life and randomness to our hair. Now that we have adjusted the specular, let's take a look at some of the other parameters inside of the Hair Material.
![hdri cinema 4d export hdri cinema 4d export](https://i.ytimg.com/vi/bV_3s4pygkc/maxresdefault.jpg)
So we are going to lower the strength down to 1-2%. Due to the way Redshift's hair model is set up, the Cinema 4D Hair material's specular has an extremely strong effect in Redshift. Now the reason our hair looks like it has no material applied or the color channel is not working, has to do with the specular channel. If the Hair object, is not visible make sure you have the Hair Render post effect added and checked, so Cinema 4D exports the hair for Redshift.