Feather shading and the Hair Direction on Poly modifier
Posted: Fri Jan 08, 2010 5:35 pm
Perhaps the best way of modeling a feather would be to model it properly with actual strands. However, if you are going to have tens of thousands of them on a character, it might be a good idea to use a transparent texture on a flat plane to represent each feather instead of modeling them all with great detail. As Anish showed us in the forum, we can use this technique to cover a character with feathers using the new improved HairTo Instances modifier.
What I want to show you here is another new tool, which is very handy for feather shading, among other things. I'm talking about the new Hair Direction on Poly modifier. This modifier changes surface normals based on the chosen UVW channel, so that you can use hair materials on regular polygonal objects and get expected results. As a result the polygonal surface looks like it is made up of parallel hair strands. Turns out this is perfect for shading feathers!
Here is an example. I exaggerated the speculars a little bit so that you can clearly see the difference. These two materials are using the same parameters and the light is coming from the same direction. As you can see, one of them looks like a plane with a texture on it, while the other one properly captures anisotropic speculars on feathers.
This is the actual object without any texture:
The difference is much more apparent in the following video. This video shows the change in shading with changing light direction. The light is simply rotating around the feather.
What I want to show you here is another new tool, which is very handy for feather shading, among other things. I'm talking about the new Hair Direction on Poly modifier. This modifier changes surface normals based on the chosen UVW channel, so that you can use hair materials on regular polygonal objects and get expected results. As a result the polygonal surface looks like it is made up of parallel hair strands. Turns out this is perfect for shading feathers!
Here is an example. I exaggerated the speculars a little bit so that you can clearly see the difference. These two materials are using the same parameters and the light is coming from the same direction. As you can see, one of them looks like a plane with a texture on it, while the other one properly captures anisotropic speculars on feathers.
This is the actual object without any texture:
The difference is much more apparent in the following video. This video shows the change in shading with changing light direction. The light is simply rotating around the feather.