Let me clarify. Realistic Hair reflection are in Marschner-style (primary spec shift away from root. 2ndary spec shift towards to the root relative to its primary spec shift). However in Arnold hair shader has already embedded with the shift and its shift relation. But custom spec shift parameter are added for user…
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_shift Why 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…
@HapZungLam2 The examples from the OP are not using cards. It is not a realtime renderer. If you read through the documentation, it also notes two specular lobes are used in the shader just like the realtime technique you've shared discusses. The shifting feature in Arnold is different. The second lobe is already shifted…
I found this 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…
My assumption is that this is a non-physically based adjustment you can make to tweak the look artistically, which is why they suggest not pushing it past 10 degrees (cause at that point its probably obvious in some shots). Realistically and mathematically incident angle is correct.
Think of each individual hair fiber as a tiny cylinder (which it is really !). This explains why the highlight behaves very differently on hair strands compared to a regular smooth surface - at least as far as I understand it.
Yep that's what I was getting at. :) The realistic shift of the 2nd lobe is already present, they just expose parameters for you to tweak the shift independently on both lobes if you wanted to.