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recently
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I figured out how to achieve the arcane style hair
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in blender for tea
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utilize a hair system in Maya called Yeti
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but instead of using Blender's hair system
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we're gonna work with curves
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disclaimer I'm breaking out but more importantly
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this is not a tutorial on how to create
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this hair shader from scratch
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I've already done that live
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so if you're interested in the minute details
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then I suggest you check that out
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instead I'm gonna give you this project file for free
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and I'm gonna walk you through the entire note tree
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and explain what they do
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and on top of that I'm gonna give you this material
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in the form of an add on
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again for free
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so you can
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easily install it like you would with any other
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add on and import it in with the add menu
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in the shader editor
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I've also created a paid version of this add on
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that comes in the form of a shader note
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group that has all the settings nicely grouped
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now before we talk about the notes
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let's first figure out how to set up the hair
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create a clump of hair we need two curves 1
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a curve determine the path and 2
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a curve determine the profile
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for the path
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you could use a path curve or the Bezier curve
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I prefer to use the path curve but both works
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it is important though
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that you set it up so that the left side of the path
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curve is the root and the right side be the tip
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for the profile
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we will start with the beze circle
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then move the points around
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until we get the shape that we like
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then select the path and under geometry bevel
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select object
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then pick the profile curve
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in edit mode use Ctrl t
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to rotate the curve
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and use Alt as to change the thickness of each point
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next
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here's a little quick tip on how to dress up the hair
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as of today I like to start with the primary details
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which are the larger clumps of hair
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then some secondary details
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which break the silhouette of the primary
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clumps of hair
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they generally flow in the same
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direction of the primary clumps
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but it's good to throw in some that don't
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and then some tertiary details
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which are the strengths of hair
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that breaks up the silhouette of the clumps even more
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so it's pretty much the primary secondary
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tertiary principle or the big medium and small
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now you don't need every clump to have such a high
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level of detail
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in fact it's better
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to keep things tasteful
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and have a variety of details for the primary
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clumps to still be readable
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all right so this is the note tree in its entirety
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all the notes on the left are your masks
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that controls things like the scale
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details of your strengths
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the movement speed
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and the position of your specular and things like that
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and the notes on the right are basically your
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look development
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notes like the base color of your hair
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your specular gradient of colors
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transparent tips etc
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so let's just start with the specular profile
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for this I'm gonna have to rotate the hair this way
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and all I'm gonna do is to just
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move the color
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ramp stops and you can kind of see how they correlate
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with the hair
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it starts from your roots and it ends on the tips
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all I gotta do is just move this around for you to
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understand what's going on
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right far to do this
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you can see that now the middle is black
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and the sides are white
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let's just say you want to add another
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strip of a specular
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somewhere around the roots
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let's just add a stop over here
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and then two more on this side
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there you go
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just like that you have another strip specular
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so yeah just be as creative as you want
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and then let's move on to the specular strip messiness
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so all you got to move here is this
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vector slider over here
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the higher the value of the vector is
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the more disrupted the
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uniformity of the specular strip is
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if you bring it all the way down to
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0 you can see how the
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specular strip is completely uniform
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and what is driving this to happen is
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this frame these frames over here
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so let's first take a look at the specular noise
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but the two functions I would tweak are the scale and
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detail and I like to use the scale to adjust the
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primary shape of the specular
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and then the detail to break it up in a finer strand
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so you just mess around with this
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til your heart's content I'm gonna leave it at 4 and 4
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and then now let's take a look at the break uniform
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and for this what I'm gonna do is to set the factor
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all the way down to zero
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you can see that these strands are converging from
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the roots to the tips in a very uniform manner
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so there's completely no intersections at all
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it is just like a
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hair shampoo commercial with those you know
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really fine hair
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so all this dust is to kind of disrupt
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the uniformity of the strengths
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so if I were to slowly introduce this
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factor you can kind of see how now they
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no longer converge to the tip in a uniform manner
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if you were to exaggerate this you can see what it's
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actually doing
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so obviously you don't want to
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leave it at too high of a value
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but I'm gonna leave it up to you to decide
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I'm gonna leave it at 0 point
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02 for now
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now the next thing I want to take a look at is the
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strength position offset frame
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this is a frame where you don't have to touch anything
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at all but to just explain what it does
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I'm gonna have to first remove this
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and then I'm gonna isolate this
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and duplicate this a bunch of times
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now you can see with these
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five clumps of hair
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how the pattern of the strands are exactly the same
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and this applies to every
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object every single clump of hair
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so that's not ideal
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and all I'm telling Glenda to do is to say hey
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I want for each object to offset the position of the
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y location
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and how I'm doing that is if you take a look at this
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random socket here
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each and every one of these clumps of hair
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have different luminance values
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so you can see over here this
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clump of hair is completely black and then
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pretty sure one of these like brighter ones
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they're completely white
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black has a value of
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0 and white has a value of 1 a pure white obviously
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so all I'm doing is to
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take this random socket to drive it into the Y
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however
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it still looks copy pasted so clearly an offset of
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0 to 1 isn't enough
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so all this map range is doing is to tell blender
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hey instead of offsetting it from
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0 to 1
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I want you to offset the strands from negative 100
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to 100 so you can see
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as I snap the map range in between the random
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and combine XYZ
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you can see how
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the duplicated pattern no longer
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exists because the offset is much more extreme
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next let's take a look at
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these three frames over here
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all you gotta move here really
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are these two frames over here
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this you can ignore so let's first take a look at the
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speed node just observe the speed of the specular
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now right now it's at 0.6 or 60 percent
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if I were to put this to 1
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or 100 percent you can see that it moves a lot quicker
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now let's put it at 200 percent
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you can see that the specular is
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moving out of the hair really really quickly
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if I were to set this to 0.2 or
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20 percent you can see how it barely moves
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now I'm gonna set this back to
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60 percent and then for position
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all you're gonna have to move is the factor and a
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now you can see that I've labeled it over here
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factor equals random position and a is position
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by moving the
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a slider
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you can see that I'm offsetting the position of the
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specular strips
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so let's just say you have your character
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posed like this
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now the anasotropic specular is no longer in frame
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but you still want to maintain that look
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you could just offset the specular
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up like this to kind of just cheat a little
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and there you go
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and then random position as it says
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you can randomize the position
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of the specular strips
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if the offset isn't enough for you you could
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open up the map range
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and then accelerate these two values over here
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so put this at negative 5 and then put this at 5
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there you go now it's like super offset it
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but obviously that's you don't need all of that action
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it's unnecessary
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now let's take a look at the look development
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side of things
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so I'm gonna start with color one
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so this is where you would set
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the base color of your hair
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let's just say I want it to be blonde now
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so let's just quickly move this around
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and just like that
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you've got yourself some
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blonde clumps of hair
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so previously in the live tutorial
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I've had it set up in a way
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where you would have to set both the base color
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and the specular color
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and that could be a little bit
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well it's just double work
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but let's just say you still want to have
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control over the color of the specular
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all you got to do is just you know move the hue
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saturation and value
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of this node and you can see what it does
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so let's just say you want to have like an iridescent
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type hair you could do that
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sure why not now what is color 2
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well it says color 2 gradient
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so as it says it's supposed to introduce a gradient
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of colors but you obviously don't see the brown
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so let's go up here to
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the random distribution
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so all you have to move here in this frame is this
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threshold over here from 0 to 1
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so as I increase this slider to 1
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you can see that it slowly introduces the new gradient
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color which is brown
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obviously this was inspired by Asia
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so here's how it works
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we all know now that these clumps of hair
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have your own unique values ranging from 0 to 1
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all this note is doing is to say hey
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only Lat pass values that are less than this threshold
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and that's it
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so all you got to do here is to just turn this from
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0 to 1 next let's take a look at the gradient mask
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okay obviously for this to happen
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I'm gonna have to turn that on to 1
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and yeah that's it
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it's pretty self explanatory
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it's just a gradient mask
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and all this factor is doing is to make this
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gradient go from completely uniform to strandy
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that way it better blends in with the strands but then
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also kind of looks cool without
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any disruption
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again your call I'll leave it up to you
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and with that said
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I think there's no need for
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00:09:15,200 --> 00:09:17,300
any further explanation as to what color
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00:09:17,300 --> 00:09:18,100
2 does
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00:09:18,100 --> 00:09:21,733
cool now let's take a look at the object variation
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00:09:21,733 --> 00:09:24,166
so all you got to move here are two things
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the factor of this node and the factor of this node
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so just the factors of this frame
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so you can see factor equals hue
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00:09:31,600 --> 00:09:33,066
so if I were to increase the
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00:09:33,066 --> 00:09:34,300
factor of this node
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00:09:34,300 --> 00:09:35,500
you can see how it starts
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00:09:35,500 --> 00:09:37,900
introducing a variation of hues
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00:09:37,900 --> 00:09:40,100
and for this variation
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00:09:40,200 --> 00:09:42,100
of luminance value so
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00:09:42,100 --> 00:09:43,866
yeah this is great for creating
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00:09:43,866 --> 00:09:45,533
variety and breaking the
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00:09:45,533 --> 00:09:47,200
uniformity of colors
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00:09:47,200 --> 00:09:49,066
if you want to introduce a slight
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hue variation and then some value variations
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it's just two sliders
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that's it
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00:09:55,133 --> 00:09:57,966
next let's take a look at the strands variation
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so instead of offsetting the
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00:09:59,600 --> 00:10:00,800
clumps of hair we're gonna
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00:10:00,800 --> 00:10:02,333
offset the strands
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00:10:02,333 --> 00:10:03,700
the values of strands
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00:10:03,700 --> 00:10:07,066
the saturation of strands and the hue of strands
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00:10:07,100 --> 00:10:09,333
you can play around with the contrast of the mask
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00:10:09,333 --> 00:10:11,133
if you want like a more contrasty look
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bring the stops closer together
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00:10:12,966 --> 00:10:14,366
you want a more feathered look
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than just spread them apart
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next let's take a look at roughness
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so this is another discrepancy from the live tutorial
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so in a live tutorial I had this map
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00:10:23,000 --> 00:10:24,500
plugged into the metallic
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which created a variation
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00:10:26,000 --> 00:10:28,966
of metallic strands and non metallic strands
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00:10:28,966 --> 00:10:29,966
this time I've decided to
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00:10:29,966 --> 00:10:32,300
plug it into the roughness instead
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so if
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00:10:33,466 --> 00:10:36,266
you want your hair to be shinier just turn down the
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00:10:36,600 --> 00:10:38,333
2 min but you can
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00:10:38,333 --> 00:10:41,200
still see how some strands of hair are rough
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00:10:41,200 --> 00:10:42,933
if you want everything to be completely
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00:10:42,933 --> 00:10:44,400
wet just turn this down too
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and if you want the mask to be more
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00:10:46,733 --> 00:10:50,100
contrasty just play with these two values
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in case anyone is confused as to how to work
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00:10:52,166 --> 00:10:53,100
the map range
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00:10:53,100 --> 00:10:55,466
let me give you a visual demonstration
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00:10:55,466 --> 00:10:58,700
so the map range is exactly the same as the color ramp
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just in a format of numbers
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00:11:00,533 --> 00:11:04,000
so this you're basically just doing this right
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00:11:04,866 --> 00:11:09,966
0.35 0.35 and when you do this you're just doing this
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00:11:10,266 --> 00:11:13,166
so 0.7 let's set this to 0.7
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00:11:13,166 --> 00:11:14,900
there you go by moving this
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00:11:15,266 --> 00:11:17,600
you're doing this
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00:11:17,733 --> 00:11:23,366
so 0.6 let's set this to 0.6 and then by moving this
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00:11:23,966 --> 00:11:25,100
you're moving
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00:11:26,000 --> 00:11:26,800
this
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so 0.75
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00:11:30,000 --> 00:11:33,966
0.75 that's it exactly the same one is just less visual
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00:11:33,966 --> 00:11:36,700
next let's take a look at the strand height
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00:11:36,700 --> 00:11:38,866
you don't want to adjust the strength at all
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00:11:38,866 --> 00:11:40,766
all you want to move is the distance
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00:11:40,766 --> 00:11:42,566
strength is like an opacity slider
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00:11:42,566 --> 00:11:43,933
whereas the distance slider
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00:11:43,933 --> 00:11:45,700
actually accounts for the height
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00:11:45,700 --> 00:11:47,900
you want to leave this at a fairly low value
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unless your hair is like giant
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00:11:50,300 --> 00:11:51,766
let's just say you don't model your
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00:11:51,766 --> 00:11:53,500
characters according to scale
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00:11:53,800 --> 00:11:54,866
let's just scale this up
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00:11:54,866 --> 00:11:57,466
let's make it like huge massive titan hair
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00:11:57,466 --> 00:11:59,733
you can see now that you don't see any
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00:11:59,800 --> 00:12:00,800
bump map at all
351
00:12:00,800 --> 00:12:03,166
so you're gonna have to bump this up a little bit more
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00:12:03,166 --> 00:12:05,500
there you go if I were to make it even more giant
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00:12:05,733 --> 00:12:07,866
can see how it starts going away again
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00:12:07,866 --> 00:12:09,266
and then you're gonna have to
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00:12:09,500 --> 00:12:10,533
bump this up again
356
00:12:10,700 --> 00:12:11,766
there we go okay
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00:12:11,766 --> 00:12:14,400
now let's take a look at the transparent tips
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00:12:14,400 --> 00:12:16,866
now this is probably my favorite part of the shader
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00:12:16,866 --> 00:12:19,666
so all you're gonna move in this frame are two things
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00:12:19,666 --> 00:12:22,733
the stops the color ramp and the factor
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00:12:22,733 --> 00:12:24,600
so let's first talk about the color ramp
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00:12:24,600 --> 00:12:26,066
so just like the gradient colors
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00:12:26,066 --> 00:12:28,866
we're also utilizing a gradient map over here
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00:12:28,866 --> 00:12:30,700
and if we were to see this in action
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00:12:30,700 --> 00:12:32,766
and I were to bring the stops close together
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00:12:32,766 --> 00:12:33,600
you can see how
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00:12:33,600 --> 00:12:36,000
the gradient mask is completely uniform
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00:12:36,000 --> 00:12:37,966
and all the factor is doing is to make it
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00:12:37,966 --> 00:12:39,333
look more like strands
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00:12:39,333 --> 00:12:40,800
and if you want a more feathered look
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00:12:40,800 --> 00:12:43,300
you want to bring the color amp stops further apart
372
00:12:43,300 --> 00:12:44,966
and there you go a feathered
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00:12:45,000 --> 00:12:46,166
more feathered look
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00:12:46,166 --> 00:12:48,300
now the specular tint you don't really have to
375
00:12:48,300 --> 00:12:49,133
move anything
376
00:12:49,133 --> 00:12:51,000
all it's doing is the tint the
377
00:12:51,200 --> 00:12:53,900
specular to match the color of your hair
378
00:12:53,900 --> 00:12:56,766
so whatever color you set for the base color to be
379
00:12:57,266 --> 00:12:58,400
it's going to adapt to it
380
00:12:58,400 --> 00:13:00,766
but let's just say you don't want your
381
00:13:00,933 --> 00:13:03,400
specular to be tinted you could just remove this
382
00:13:03,566 --> 00:13:05,900
before the tint and after the tint
383
00:13:05,900 --> 00:13:07,600
and you can play around with the values here
384
00:13:07,600 --> 00:13:08,700
I've had it set
385
00:13:08,800 --> 00:13:09,766
default to 30
386
00:13:09,766 --> 00:13:12,300
if it's too much for you you could lower that down too
387
00:13:12,300 --> 00:13:14,733
or let's just say you want it to be white
388
00:13:14,733 --> 00:13:16,066
but you don't want to unplug this
389
00:13:16,066 --> 00:13:16,733
you could just turn
390
00:13:16,733 --> 00:13:18,200
down this saturation all the way to
391
00:13:18,366 --> 00:13:20,300
0 there you go and then lastly
392
00:13:20,366 --> 00:13:21,733
we have the sheen tint
393
00:13:21,733 --> 00:13:24,333
so right now there isn't any sheen going on
394
00:13:24,333 --> 00:13:26,933
which is more to the likes of arcane
395
00:13:26,933 --> 00:13:28,500
but if we were to expand this
396
00:13:28,500 --> 00:13:30,333
panel and then turn up the weight
397
00:13:30,766 --> 00:13:33,300
can see how there's a sheen wrapped around
398
00:13:33,300 --> 00:13:34,700
each clump of hair right
399
00:13:34,700 --> 00:13:36,733
me personally I like this look a lot
400
00:13:36,733 --> 00:13:38,733
but if you're trying to stay true to arcane
401
00:13:38,733 --> 00:13:40,966
then you probably want to turn this down to zero
402
00:13:40,966 --> 00:13:44,000
and then the roughness slider is basically
403
00:13:44,066 --> 00:13:47,133
how far out the Sheen is wrapping around the hair
404
00:13:47,133 --> 00:13:49,300
just see it that way and that's it
405
00:13:49,300 --> 00:13:52,100
so I hope you enjoyed this tutorial walkthrough
406
00:13:52,133 --> 00:13:52,366
again
407
00:13:52,366 --> 00:13:54,800
the project file and add on will be available on my
408
00:13:54,800 --> 00:13:55,600
gumroad
409
00:13:55,700 --> 00:13:58,400
the free and paid version so consider subscribing
410
00:13:58,400 --> 00:14:00,466
and yeah go let out the pee you've been holding in
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00:14:00,466 --> 00:14:01,266
bye guys
30313
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