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recently
I figured out how to achieve the arcane style hair
in blender for tea
utilize a hair system in Maya called Yeti
but instead of using Blender's hair system
we're gonna work with curves
disclaimer I'm breaking out but more importantly
this is not a tutorial on how to create
this hair shader from scratch
I've already done that live
so if you're interested in the minute details
then I suggest you check that out
instead I'm gonna give you this project file for free
and I'm gonna walk you through the entire note tree
and explain what they do
and on top of that I'm gonna give you this material
in the form of an add on
again for free
so you can
easily install it like you would with any other
add on and import it in with the add menu
in the shader editor
I've also created a paid version of this add on
that comes in the form of a shader note
group that has all the settings nicely grouped
now before we talk about the notes
let's first figure out how to set up the hair
create a clump of hair we need two curves 1
a curve determine the path and 2
a curve determine the profile
for the path
you could use a path curve or the Bezier curve
I prefer to use the path curve but both works
it is important though
that you set it up so that the left side of the path
curve is the root and the right side be the tip
for the profile
we will start with the beze circle
then move the points around
until we get the shape that we like
then select the path and under geometry bevel
select object
then pick the profile curve
in edit mode use Ctrl t
to rotate the curve
and use Alt as to change the thickness of each point
next
here's a little quick tip on how to dress up the hair
as of today I like to start with the primary details
which are the larger clumps of hair
then some secondary details
which break the silhouette of the primary
clumps of hair
they generally flow in the same
direction of the primary clumps
but it's good to throw in some that don't
and then some tertiary details
which are the strengths of hair
that breaks up the silhouette of the clumps even more
so it's pretty much the primary secondary
tertiary principle or the big medium and small
now you don't need every clump to have such a high
level of detail
in fact it's better
to keep things tasteful
and have a variety of details for the primary
clumps to still be readable
all right so this is the note tree in its entirety
all the notes on the left are your masks
that controls things like the scale
details of your strengths
the movement speed
and the position of your specular and things like that
and the notes on the right are basically your
look development
notes like the base color of your hair
your specular gradient of colors
transparent tips etc
so let's just start with the specular profile
for this I'm gonna have to rotate the hair this way
and all I'm gonna do is to just
move the color
ramp stops and you can kind of see how they correlate
with the hair
it starts from your roots and it ends on the tips
all I gotta do is just move this around for you to
understand what's going on
right far to do this
you can see that now the middle is black
and the sides are white
let's just say you want to add another
strip of a specular
somewhere around the roots
let's just add a stop over here
and then two more on this side
there you go
just like that you have another strip specular
so yeah just be as creative as you want
and then let's move on to the specular strip messiness
so all you got to move here is this
vector slider over here
the higher the value of the vector is
the more disrupted the
uniformity of the specular strip is
if you bring it all the way down to
0 you can see how the
specular strip is completely uniform
and what is driving this to happen is
this frame these frames over here
so let's first take a look at the specular noise
but the two functions I would tweak are the scale and
detail and I like to use the scale to adjust the
primary shape of the specular
and then the detail to break it up in a finer strand
so you just mess around with this
til your heart's content I'm gonna leave it at 4 and 4
and then now let's take a look at the break uniform
and for this what I'm gonna do is to set the factor
all the way down to zero
you can see that these strands are converging from
the roots to the tips in a very uniform manner
so there's completely no intersections at all
it is just like a
hair shampoo commercial with those you know
really fine hair
so all this dust is to kind of disrupt
the uniformity of the strengths
so if I were to slowly introduce this
factor you can kind of see how now they
no longer converge to the tip in a uniform manner
if you were to exaggerate this you can see what it's
actually doing
so obviously you don't want to
leave it at too high of a value
but I'm gonna leave it up to you to decide
I'm gonna leave it at 0 point
02 for now
now the next thing I want to take a look at is the
strength position offset frame
this is a frame where you don't have to touch anything
at all but to just explain what it does
I'm gonna have to first remove this
and then I'm gonna isolate this
and duplicate this a bunch of times
now you can see with these
five clumps of hair
how the pattern of the strands are exactly the same
and this applies to every
object every single clump of hair
so that's not ideal
and all I'm telling Glenda to do is to say hey
I want for each object to offset the position of the
y location
and how I'm doing that is if you take a look at this
random socket here
each and every one of these clumps of hair
have different luminance values
so you can see over here this
clump of hair is completely black and then
pretty sure one of these like brighter ones
they're completely white
black has a value of
0 and white has a value of 1 a pure white obviously
so all I'm doing is to
take this random socket to drive it into the Y
however
it still looks copy pasted so clearly an offset of
0 to 1 isn't enough
so all this map range is doing is to tell blender
hey instead of offsetting it from
0 to 1
I want you to offset the strands from negative 100
to 100 so you can see
as I snap the map range in between the random
and combine XYZ
you can see how
the duplicated pattern no longer
exists because the offset is much more extreme
next let's take a look at
these three frames over here
all you gotta move here really
are these two frames over here
this you can ignore so let's first take a look at the
speed node just observe the speed of the specular
now right now it's at 0.6 or 60 percent
if I were to put this to 1
or 100 percent you can see that it moves a lot quicker
now let's put it at 200 percent
you can see that the specular is
moving out of the hair really really quickly
if I were to set this to 0.2 or
20 percent you can see how it barely moves
now I'm gonna set this back to
60 percent and then for position
all you're gonna have to move is the factor and a
now you can see that I've labeled it over here
factor equals random position and a is position
by moving the
a slider
you can see that I'm offsetting the position of the
specular strips
so let's just say you have your character
posed like this
now the anasotropic specular is no longer in frame
but you still want to maintain that look
you could just offset the specular
up like this to kind of just cheat a little
and there you go
and then random position as it says
you can randomize the position
of the specular strips
if the offset isn't enough for you you could
open up the map range
and then accelerate these two values over here
so put this at negative 5 and then put this at 5
there you go now it's like super offset it
but obviously that's you don't need all of that action
it's unnecessary
now let's take a look at the look development
side of things
so I'm gonna start with color one
so this is where you would set
the base color of your hair
let's just say I want it to be blonde now
so let's just quickly move this around
and just like that
you've got yourself some
blonde clumps of hair
so previously in the live tutorial
I've had it set up in a way
where you would have to set both the base color
and the specular color
and that could be a little bit
well it's just double work
but let's just say you still want to have
control over the color of the specular
all you got to do is just you know move the hue
saturation and value
of this node and you can see what it does
so let's just say you want to have like an iridescent
type hair you could do that
sure why not now what is color 2
well it says color 2 gradient
so as it says it's supposed to introduce a gradient
of colors but you obviously don't see the brown
so let's go up here to
the random distribution
so all you have to move here in this frame is this
threshold over here from 0 to 1
so as I increase this slider to 1
you can see that it slowly introduces the new gradient
color which is brown
obviously this was inspired by Asia
so here's how it works
we all know now that these clumps of hair
have your own unique values ranging from 0 to 1
all this note is doing is to say hey
only Lat pass values that are less than this threshold
and that's it
so all you got to do here is to just turn this from
0 to 1 next let's take a look at the gradient mask
okay obviously for this to happen
I'm gonna have to turn that on to 1
and yeah that's it
it's pretty self explanatory
it's just a gradient mask
and all this factor is doing is to make this
gradient go from completely uniform to strandy
that way it better blends in with the strands but then
also kind of looks cool without
any disruption
again your call I'll leave it up to you
and with that said
I think there's no need for
any further explanation as to what color
2 does
cool now let's take a look at the object variation
so all you got to move here are two things
the factor of this node and the factor of this node
so just the factors of this frame
so you can see factor equals hue
so if I were to increase the
factor of this node
you can see how it starts
introducing a variation of hues
and for this variation
of luminance value so
yeah this is great for creating
variety and breaking the
uniformity of colors
if you want to introduce a slight
hue variation and then some value variations
it's just two sliders
that's it
next let's take a look at the strands variation
so instead of offsetting the
clumps of hair we're gonna
offset the strands
the values of strands
the saturation of strands and the hue of strands
you can play around with the contrast of the mask
if you want like a more contrasty look
bring the stops closer together
you want a more feathered look
than just spread them apart
next let's take a look at roughness
so this is another discrepancy from the live tutorial
so in a live tutorial I had this map
plugged into the metallic
which created a variation
of metallic strands and non metallic strands
this time I've decided to
plug it into the roughness instead
so if
you want your hair to be shinier just turn down the
2 min but you can
still see how some strands of hair are rough
if you want everything to be completely
wet just turn this down too
and if you want the mask to be more
contrasty just play with these two values
in case anyone is confused as to how to work
the map range
let me give you a visual demonstration
so the map range is exactly the same as the color ramp
just in a format of numbers
so this you're basically just doing this right
0.35 0.35 and when you do this you're just doing this
so 0.7 let's set this to 0.7
there you go by moving this
you're doing this
so 0.6 let's set this to 0.6 and then by moving this
you're moving
this
so 0.75
0.75 that's it exactly the same one is just less visual
next let's take a look at the strand height
you don't want to adjust the strength at all
all you want to move is the distance
strength is like an opacity slider
whereas the distance slider
actually accounts for the height
you want to leave this at a fairly low value
unless your hair is like giant
let's just say you don't model your
characters according to scale
let's just scale this up
let's make it like huge massive titan hair
you can see now that you don't see any
bump map at all
so you're gonna have to bump this up a little bit more
there you go if I were to make it even more giant
can see how it starts going away again
and then you're gonna have to
bump this up again
there we go okay
now let's take a look at the transparent tips
now this is probably my favorite part of the shader
so all you're gonna move in this frame are two things
the stops the color ramp and the factor
so let's first talk about the color ramp
so just like the gradient colors
we're also utilizing a gradient map over here
and if we were to see this in action
and I were to bring the stops close together
you can see how
the gradient mask is completely uniform
and all the factor is doing is to make it
look more like strands
and if you want a more feathered look
you want to bring the color amp stops further apart
and there you go a feathered
more feathered look
now the specular tint you don't really have to
move anything
all it's doing is the tint the
specular to match the color of your hair
so whatever color you set for the base color to be
it's going to adapt to it
but let's just say you don't want your
specular to be tinted you could just remove this
before the tint and after the tint
and you can play around with the values here
I've had it set
default to 30
if it's too much for you you could lower that down too
or let's just say you want it to be white
but you don't want to unplug this
you could just turn
down this saturation all the way to
0 there you go and then lastly
we have the sheen tint
so right now there isn't any sheen going on
which is more to the likes of arcane
but if we were to expand this
panel and then turn up the weight
can see how there's a sheen wrapped around
each clump of hair right
me personally I like this look a lot
but if you're trying to stay true to arcane
then you probably want to turn this down to zero
and then the roughness slider is basically
how far out the Sheen is wrapping around the hair
just see it that way and that's it
so I hope you enjoyed this tutorial walkthrough
again
the project file and add on will be available on my
gumroad
the free and paid version so consider subscribing
and yeah go let out the pee you've been holding in
bye guys
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