Renderman’s Implementation of the Marschner Hair Shader
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by Duacan
14 hours ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

by Asadullah Sanusi
2 days ago

nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks

Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)

Renderman’s Implementation of the Marschner Hair Shader
13 October, 2017
News

FXGuide has recently published an amazing article on the technology behind Renderman’s implementation of the Marschner Hair shader. The article features interviews with both Professor Steve Marschner (Cornell University) and Christophe Hery (Pixar Research group).

Here is a small piece of the article to get you interested:

The success of the Marschner model is in great part due to the specular estimatation and it’s deployment of three specular lobes using multiple specular transport paths:

  • Primary Specular: This can be described as the specular reflection.
  • Secondary Specular: TRT “transmit” this becomes the colored specular contribution.
  • Transmit Specular: TT light transmits through the hair surface (forward scattering) and produces the important back lighting.
The Marschner spec model

The key contribution of that original paper was to “identify, explain, and verify these different modes of scattering in hair and the appearance characteristics they are responsible for, as well as to provide a simple model to simulate them” commented Marschner when he spoke recently to fxguide.

The components of the original (2003 model. The first three hair examples are circular hair (1) The primary highlight) alone; (2) the TRT component (secondary highlight) alone; (3) the combined model. The 4th example (right) is the same full model showing elliptical hairs with texture due to glints.

FXGuide 

You can find the full article on FXGuide.

Source: FXGuide
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2 Comments on "Renderman’s Implementation of the Marschner Hair Shader"

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claydough
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claydough

wow that hair looks “Incredibles”…
And wind swept like a lil boy who could run “supers” fast?
🙂

claydough
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claydough

I think Epic used a simplified model inspired by this for the anisotropic spec in Paragon hair as well?
But can’t seem to find that info? Anyone know otherwise?

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