A lot of hair shader in most of the render engine has an attribute for shifting the specular.
eg:
https://support.solidangle.com/display/NodeRef/hair#hair-spec_shiftWhy do we want to shift the hotspot of the hair away compare with other materials. I thought the angle of reflection always have the same relation with the angle of incidence. Does hair fiber reacts differently? And how much of an angle are we talking about.
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http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Scheuermann_HairSketchSlides.pdf
I think that is the reason. The 2 levels of specular doesn't make one broader and one sharper. Is actually 2 totall different reflect direction. It has to work with primary and 2ndary reflection. One shift towards the root one shift towards the tip. Thorsten Scheuerermann mentioned it in siggraph over 13 years ago!
ps. According to the presentation title. Basically its current work flow for using hair cards for games. 90% of the game are still using this method. By the end of the pdf listed pros and cons. 13 years later we are still facing the same cons.....
Is that right?