I’m experimenting with stylized hair rendering and would like to customize the normal direction of Groom assets.
From what I understand, the default Groom shading model computes strand normals procedurally in the shader, based on tangent, curve direction, and lighting. However, I can’t find any way to override or inject custom normals — unlike meshes, Groom doesn’t expose normal data or custom attributes when importing Alembic.
So my questions are:
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Are Groom normals fully generated internally at render time with no way to customize them?
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Is there any supported workflow to supply custom per-vertex/per-strand normals or extra attributes from Alembic?
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If not, is modifying the Hair shading model the only option to achieve stylized “surface-like” lighting (like the effect in the movie “The wild robot” by Dreamworks)?
My goal is to make Groom react more like a continuous stylized surface rather than thin physical strands, so being able to control normals is important. Any guidance or recommended workflow would be greatly appreciated.
Or should I use a card-based method instead if I need more control over the hair rendering?