if i understand it right, all he has access to is a default pbr shader? diffuse, roughness, metalness, maybe spec? it is doable with diffuse and roughness, but spec would help selling it more metalness would be the cherry on top to tint the reflection a bit with the diffuse value for coloured hair. for the example above it…
i only have a super from 2014 old example at hand. but here we also didnt have anisotropic shading here sadly i dont have the project files anymore so i can't check for other haircuts which certainly are closer to what you showed above. but it is definitely possible to fake this to some extend.
Does anyone know of an existing plugin/generator that will take a custom flow map, and use that flow map to generate and guide procedural markings/strokes so that they follow a direction in general? And would that above description need more explanation? For example, let's say I want to procedurally create noise-brush…
@@poopipe As the addendum, I'm trying to figure out possible art direction and pipelines to best render PBR hair in a WebGL rendereer. The best examples of the sort of hair I'd like to emulate include: Animal Crossing New Horizons Problem being they're not using WebGL, but I still want to somehow emulate anisotropic…