--- title: "Tag Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/THAIRMATERIAL-ID_TAGPROPERTIES.html" section_path: "Object Manager > Tags Menu > Hair Tags > Hair Material > Example" element_id: "THAIRMATERIAL" group_id: "ID_TAGPROPERTIES" description: "This is where the Hair material is linked to the tag. This is also done automatically when hair is added. This material can be replaced by any other Hair …" --- ## Tag Properties ### Material Parameter ID: `HAIRMATERIAL_TAG_LINK` This is where the Hair material is linked to the tag. This is also done automatically when hair is added. This material can be replaced by any other Hair material. ### Use Available Parameter ID: `HAIRMATERIAL_TAG_USE_AVAILABLE` ![Image: 005286.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005286.jpg)\ **Use Available** is active in the example at the top, and was deactivated in the example at the bottom (here the red hairs are also bent and colored). This setting is only of importance if an additional Hair Material tag already lies to the left of the selected Hair Material tag. If the first Material tag is applied to the hair (**Remove Available** active in this Tag), the second tag can only be applied to any hair that remains. If this setting has been deactivated, the selected tag will (depending on its settings) more or less affect all hair with its Hair material. This is evident in the foregone example, in which the pink hair (lower half of the image) is affected equally by both Tags. > **Tip:** Make sure all hair is affected by a Hair Material tag. Any hair that remains unaffected by a Hair Material tag will be assigned the default blonde Hair material. Example: You set the first Tag's **Amount** slider to 50% and give the second tag a **Use / Percent** value of 50%. That means a total of 75% of the hair will be assigned to one Tag, and the remaining 25% will be assigned the default (blonde) material. You can make sure that every hair will be affected by simply setting the second Tag's **Use** setting to **All**. ### Remove Available Parameter ID: `HAIRMATERIAL_TAG_REMOVE_AVAILABLE` Activating this option will **take away** from the subsequent tag all hair to which this tag is applied (this subsequent tag must have **Use Available** deactivated). ### Use Parameter ID: `HAIRMATERIAL_TAG_USE` Select from this menu the method with which the tag should be applied to the hair. Depending on which method is chosen, different options will be made available. All Selecting **All** will cause the tag to affect every hair. This is the default mode for individual Hair Material Tags. The following applies to each of the next four options: If parts of the hair remain unaffected, the default (blonde) Hair material will be applied. Percent Selecting this option will make the **Amount** slider available. Use this slider to determine the percentage of available that hair should be affected by the tag. Clumps ![Image: 005287.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005287.jpg)\ Circular clumps with **Clump** applied (red). If you want numerous Tags to be dispersed as clumps, this is the right option for you. This tag creates only circular clumps of hair (the hair will not merge at the tip). **Amount** regulates the number of clumps that will be created in relation to the amount of hair to be rendered. If, for example, you have a total of 1,000 hairs, an **Amount** value of 1% will result in a maximum of 10 clumps being created. A value at or around 0.1% can also be entered, depending on the result you are trying to achieve. **Radius** defines the maximum allowable clump radius, and **Limit** defines the maximum number of hairs allowed per clump. These three settings do not work independently of on another, i.e., the desired result will not be achieved if one of these settings conflicts with any of the other two. If you are not satisfied with the result of the randomly placed clumps, their placement can be varied using the **Seed** setting in the HAIR object's **Advanced** tab. Selection Selecting this option makes a **Selection** text field available, which can be made to contain point -, edge -, or polygon selections. This tag will then only affect any hair located on that specified area. The following applies to point or edge selection: Corresponding hair will only be selected if the selection encompasses an entire polygon. Texture With this option you can define which hairs will be selected for this tag to affect, based on the grayscale values of a texture loaded into the **Texture** field. Use the **Start** and **End** sliders to constrain the grayscale values, thereby constraining the number of hairs selected. You can mix this Tag's **Texture** setting with that of the preceding Tag's (at 0 and 100 for both settings). If you want to avoid mixing, give both Tags equal **Start** and **End** values. If no preceding tag exists (no Hair Material tag to the left of the current tag in the **Object Manager**), the blonde default Hair material will be mixed with your current tag. # Example ![Image: 005288.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005288.jpg)\ Left, a soft transition; right, a more abrupt transition. In the image above, two Hair materials (thick red and thin green hair) have been applied to the Hair object. If you want to use the texture shown in the insert at the top left of the image, the following prerequisites must be met: The left (red) Tag: **Remove Available** must be deactivated, and **Use** set to **All**. The right (gray) Tag: **Use** must be set to **Texture**, all other settings in should remain in their default states. Both hair types will be influenced according to your **Start** and **End** settings. If both settings are equal, the resulting transition will be abrupt. ### Blend Parameter ID: `HAIRMATERIAL_TAG_BLEND` > **Tip:** Note:Redshift does not support the blending of hair colors. However, the other hair material channels related to hair shape—such as Kink, Clump, Curl, etc.—can be blended without any issues. If you apply several Hair Material Tags to the same hair (always deactivate **Remove Available**), their various colors will also be mixed. You can use **Blend** to define how these colors should be mixed. How these blend modes work is described under [Blend Modes](https://help.maxon.net/c4d/en-us/Content/html/11718.html.md). ### Mix Parameter ID: `HAIRMATERIAL_TAG_USE_MIX` · Range: [0..100%] ![Image: 005289.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005289.jpg)\ In the background, each material is shown on a separate Hair object; in the foreground, both colors are shown on a single Hair object: Left, a **Mix** value of 30%; right a **Mix** value of 70%. This setting lets several Hair materials affect the same hair to varying degrees. Not only can hair color be mixed, the Hair material settings can be mixed as well! In order for this to take place, both **Use & Remove Available** options must be deactivated and **Use** set to **All**. A tag with a large **Mix** value will cause that tag to be dominant. A **Mix** value of 0 will nullify the effect. The **Mix** setting always works in relation to the tag located to the left of the tag in which it lies. The channels you want to mix must all be activated in their respective Hair materials. If a material channel has been deactivated, it will be ignored and not mixed with the others. Mixing is automatically done in the most effective manner. For example, the Hair material channel **Length** will be mixed in such a manner (when **Mix** is set to 100%) that will increase the effect: The values will be multiplied, i.e., the **Length** channel in the first material has a value of 50%, as is the case for the second **Length** channel, thus the hair will have a length of 0.5\*0.5=0.25=25%. Other settings, such as the thickness of the hair, will not multiply their effect. If, for example, two Hair materials have their thickness set to 1m and 10m, respectively, the overall thickness of the hair will vary from 1m to 10m. ### Smooth Mix Parameter ID: `HAIRMATERIAL_TAG_SMOOTH_MIX` This only applies to **Mix** when **Texture** has been selected in the **Use** setting. Instead of a linear transition, a gradual change will take place at the beginning and end of the transition. This effect is, though, not very pronounced. ### Amount Parameter ID: `HAIRMATERIAL_TAG_USE_LEVEL` · Range: [0..100%] See percent and clumps. ### Selection Parameter ID: `HAIRMATERIAL_TAG_SELECTED_LINK` See selection. ### Texture Parameter ID: `HAIRMATERIAL_TAG_SHADER` See texture. ### Radius Parameter ID: `HAIRMATERIAL_TAG_CLUMP_RADIUS` · Range: [0..+∞m] ### Variation Parameter ID: `HAIRMATERIAL_TAG_CLUMP_RADIUS_VAR` · Range: [0..+∞m] See clumps. ### Limit Parameter ID: `HAIRMATERIAL_TAG_CLUMP_MAX` · Range: [1..2147483647] See clumps. ### Start Parameter ID: `HAIRMATERIAL_TAG_THRESHOLD` · Range: [0..100%] See texture. ### End Parameter ID: `HAIRMATERIAL_TAG_THRESHOLD_END` · Range: [0..100%] See texture. ### Hair UVs Parameter ID: `HAIRMATERIAL_TAG_HAIR_UVS` > **Tip:** Note:When using Redshift, please ignore the following descriptions. The Hair UV features are not supported by Redshift. These three available options are needed when applying textures to the hair itself, e.g., when a texture has been loaded into the **Texture** fields of the Color or Transparency channels. Hair itself has no UV-coordinates – they must be generated during rendering. In order to demonstrate, very thick hair was used in the next example. Since it does not make much sense to project a 2D texture on very thin hair, a gradient shader should be used. > **Tip:** Note: If you want to texture hair using this method, the **Sampling** option should be set to Pixel in the **Render Setting's** **Hair Render / Render** menu Symmetrical ![Image: 005290.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005290.jpg) This option will apply the texture to the hair in the following manner: The texture will be mirrored to the left (hence the name **Symmetric**) and applied in the U-direction through to the tip of each hair, and in the V-direction from the center of each hair to its outer edge. > **Tip:** Note: Use **Symmetrical** exclusively if you want to mirror hair or make it visible behind transparency. This is the only option that lets the hair look the same on all sides. Flat ![Image: 005291.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005291.jpg) This option will apply the texture to the hair in the following manner: In the U-direction, the texture will be applied from the hair root to the tip; in the V-direction, the texture will be applied from the left edge of the hair to the right. Feather ![Image: 005292.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005292.jpg)\ **Feather** mode with a spline shader. The text is deformed in accordance with the **Feather** settings (insert). This option was specially designed for use with the [Feather object](https://help.maxon.net/c4d/en-us/Content/html/OHAIRFEATHER.html.md). Use this option to apply a texture to the entire feather. The texture can be placed precisely, using the Layer shader's **Transform** effect. The applied texture will follow any distortions applied to the feather.