Cinema 4D Cinema 4D Visualize, Broadcast, Studio Hair Hair material Hair Material
Function available in CINEMA 4D Studio
Hair Material

Basic Color Backlit Color Specular Transparency Thickness Length Scale Frizz Kink Density Clump Tighten Displace Bend Curl Twist Wave Straighten Illumination Assign

Backlit Color

In this example, one light source was placed in front of the hair, another behind the hair. Color in the Color channel was set to red, color in the Backlit color channel was set to blue.

This channel is responsible for coloring hair, when lit, that lies behind other hair.

These settings are exactly the same as in the Color channel, with only two exceptions (explained below).

As you can see in the image above, it’s possible to give hair that is lit from behind a completely different color from the hair that lies in front of it.

In reality, this particular effect is visually very understated. The intensity of this effect is relatively small, so, in most cases, you will not even need this channel. If you want to make the effect visible, increase the Translucence value in the Illumination channel.

The next two settings are available in addition to the settings described in The Color Channel:

Blend

Here you can define how the backlit color should be blended with the color of the hair (Color channel). All blend modes are described under Blend Modes.

Mix [0..100%]

The Mix setting lets you define to what degree the backlit color should be mixed with the color of the hair (Color channel).

Color

This gradient defines the color of the hair along the entire length of the hair. The left end of the gradient represents the hair root, the right the tip.

Brightness [0..100%]

Use this setting to adjust the overall brightness. A value of 0 results in black hair.

Texture

Load the texture here that you want projected onto each individual hair. You can find more details regarding this here.

Blend

See Blend Modes.

Mix [0..100%]

See Blend Modes.

Var:
H [0..100%]
S [0..100%]
V [0..100%]

Use this setting to vary the hair’s H/S/V values. This prevents the overall color of the hair from being too uniform and results in a more realistic look. Even real hair does not have a uniform color.

 Roots

Color

Use the Roots channel to define how color(s) should be distributed over a given area. The tips will assume the color of the roots. This can, though, be changed using the Tips channel, which is explained next.

Blend

See Blend Modes.

Mix [0..100%]

See Blend Modes.

 Tips

As Roots

If the As Roots option is active, the tips of the hair will assume the color of the roots.

Color

If you want to use a different texture for the tips, deactivate this option and load the desired texture into the Tips channel. The color(s) between the root and tip will then be interpolated along the length of the hair.

Blend

See Blend Modes.

Mix [0..100%]

See Blend Modes.

 Tint

Color

If a texture is loaded into the Tint channel, it will define the color of the mixed in hair across the hair-covered surface.

Blend

See Blend Modes.

Mix [0..100%]

See Blend Modes.

 Surface

The Surface settings are specially designed for rendering fur. Surface uses hair color, illumination and, if applicable, cast shadows to generate a fitting color for the fur. These settings (described below) will then be blended with the existing hair color.

The Additive blend mode will blend the least.

Surface

Activate this setting if you want the object’s surface to assume the color of the hair.

Color

If this setting is active, the color of the object will be assumed. If this setting has been deactivated, the fur will be rendered in the color defined.

Illumination

Here you can define if the color should be affected by the scene lighting.

Shadows

Deactivate this setting if you do not want to include any cast shadows (see image here: Color).

Blend

See Blend Modes.

Mix [0..100%]

See Blend Modes.

Example

A white backlight color was selected to brighten the hair that is lit from behind.