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Mapping Textures

There are many instances where mapping a file texture to hair is useful. For example, when rendering tiger or leopard fur. This requires texture coordinates from the surface mesh. By default Arnold generates UV coordinates in which the V coordinate goes from 0 to 1 along the length (height) of each hair and, when using the ribbon mode, the U coordinate goes across the width of the hair. The following image is obtained by mapping a red to blue ramp texture.

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If you want to map a texture across a surface, you can do so with the following method:

  • Select the Ai Hair shader and go to 'UVs'.
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In 'Extra Attributes' type the following:

  •  'uparamcoord' in the U Param text field.
  •  'vparamcoord' in the V Param text field.
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Info

Remember to check 'Export hair UV's in the Arnold attributes of the Hair.

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As you can see in the images below, the tiger pattern is defined along the UV of each individual hair fiber length as well as across the object's surface UV's.

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The Maya scene file can be found here.

 

 

Warning
 Export Hair UVs doesn't work when the emitter is a NURBS shape.
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