Has anyone figured out how to generate the Depth, ID and Root masks used in the hair material inside Photorealistic Character? We’re using 3DS Max too.
There’s some information here: https://docs.unrealengine.com/latest/INT/Resources/Showcases/PhotorealisticCharacter/#hairshading
Most of it is just rendering multiple passes of the hair using some different settings in the Hair material–in the 3ds Max hair for example you can set a color for the tip and root, so you just set black and white for that and do a render like it shows in that page
For hair ID you can set the tip/root colors to white and then adjust the random shade value so that it changes the value of each hair randomly. for depth, you’d have to render a Zdepth pass which would be in the Render Elements option of the scanline renderer, you’ll have to mess around with that to get a good depth render, might have to render the hairs as meshes for that.
Any other way to do this? Like in Maya or XNormal? I don’t know 3dsmax. I generated my textures using tubes in Zbrush using this method: http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
But I don’t have the other maps like Hair ID and Depth, etc
I don’t think Zbrush has all the settings required to do that
Ok so after some exploring in Maya’s rendering options i found out how to do a depth pass: https://www.youtube.com/watch?v=k2o9N10nxns
You could also use mental ray, but not the free version (i think, i tried to follow a different tutorial and there was no render passes tab in the render settings- correct me if i’m wrong).
for the root/tip, i’m just going to poly paint it by hand and hope for the best.
no idea how to do the ID one tho
yeah, i also have maya and xnormal and substance designer but as far as i can tell none of them have the same functionality
I would imagine that the default hair tools in Maya can, but for things like depth you’ll have to set up a depth pass in the renderer.