Hair (Pro/Studio)

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Used to create a variety of hair-like effects that are useful for such materials as fur and grass.  Unlike most Generators that only create a red channel, the Hair node also creates transparency data, which is useful in allowing you to place the hair over the background of your choice by using a Combine node.


This node is available in the Pro and Studio editions of Genetica.










The red channel of this input is used as a height map from which the hairs sprout.  Hairs are perpendicular to the surface defined by this height map, thus, this input is used to define variations in hair direction.

Hair Density

Defines how dense the hair will be at each point.  Black pixels correspond to zero density, so no hair will be created until a node has been placed into this input.


Optionally provides the colors of the hairs sprouting from each point.  Use this input to create hair with color patterns, for example, leopard spots.










The small white circle on the surface of the light sphere in the Properties panel specifies the relative location of the light source illuminating the hair.  Change the location of the light by dragging the white circle, or by changing the values within the rotation angle and elevation angle fields below the light sphere.

Hair Length

Specifies how long the hairs are.

Hair Density

Modifies the densities specified by the Hair Density input.  Increasing this value causes more hairs to be created.

Hair Direction

While the Heightmap input allows local control over hair direction, this property modifies overall hair direction.


Increase this value to make the hair shinier.

Light Scatter

This value controls the amount of secondary light scatter between the hairs.

Height Factor

Scales the Heightmap input.  Larger values cause the hairs to diverge more.

Sample Density

Controls how many samples are taken to render the hair.  Larger values can result in a higher quality result, but increase render times.




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