Hair and skin material properties
Hair and skin shader
Last updated
Hair and skin shader
Last updated
Published: Apr 05 2024 by Last documented edit: Apr 05 2024 by
This page gives an explanation of properties for the hair and skin shaders.
You can look up different hairstyles and -colours under Cheat Sheet: Hair
You can look up information about skin under Cheat Sheet: Body and Cheat Sheet: Head
Or you can learn more about Creating Custom Skins - Tattoos - Scars Textures
Or you can learn how to make a custom hair profile with the Wolvenkit Blender IO Suite
Strand_ID
Texture - Paths to an identity map (.xbm
).
This is a greyscale texture where every masked hair strand has a single, unique greyscale value. gradientEntriesID
colour gradient in hair profile (.hp
) is mapped to this texture.
Strand_Gradient
Texture - Paths to a root map (.xbm
). This is a greyscale texture with a vertical black to white gradient from root to tip. gradientEntriesRootToTip
colour gradient in hair profile (.hp
) is mapped to this texture.
Strand_Alpha
Texture - Paths to an opacity mask texture (.xbm
). Black = fully transparent. White = fully opaque.
RoughnessScale
Scalar with a decimal value between 0 and 1.0. Determines how rough or smooth hair material look. 0 = least rough (high specular, shiny reflection characteristics). 1.0 = most rough (high diffuse, matte reflection characteristics). Hair will look unnatural if this is too low (shiny).
RoughnessBias
Scalar with a decimal value between 0 and 1.0 that is applied between min and max RoughnessScale
, which changes the suddenness of its onset.
AlphaCutoff
Flow
Texture - Paths to an anisotropic rotation map (.xbm
). Anisotropy is a reflection characteristic of materials with fine grooves/ridges predominately following the same direction. The reflection will become blurred and stretched perpendicular to the direction of the grooves.
FlowStrength
Scalar with a decimal value between 0 and 1.0. Anisotropic materials have unique reflection characteristics as a result of their grooved/ridged surface. The more anisotropic a material is, the more its reflection is influenced (stretched/blurred) by the direction of its grooves/ridges. 0 = fully isotropic. 1.0 = fully anisotropic. Hair should have high or full anisotropy.
VertexColorStrength
Scalar with a decimal value between 0 and 1.0. Determines how much influence vertex colour has in the material. Vertex colour is a mesh attribute (colour, red channel). Cyberpunk hair meshes are vertex coloured red on the cap mesh and the innermost layer of hair clumps. They fade to black at the outermost layer of hair clumps. RGB 255, 0, 0 = max dull/dark. RGB 0, 0, 0 = max bright/glossy.
Scattering
Scalar with a decimal value between 0 and 1.0. Effect is not well understood at this time. Related to some internal light scattering function in hair shader. It affects the colour and reflection characterics of hair materials. There is some interaction between this and advanced game options for hair rendering. Specifically AlphaShifts R, TT, TRT (light scattering modes), single scattering and multiple scattering. Default values can be overridden with CET console commands. e.g. GameOptions.SetFloat("Editor/Characters/Hair/AlphaShifts", "TRT", 0.375000
ShadowStrength
ShadowMin
ShadowMax
ShadowRoughness
DebugHairColor
HairProfile
HairParameters - Paths to a hair profile or .hp
file. Hair profiles contain 2x arrays named gradientEntriesID
and gradientEntriesRootToTip
. Each array contains a set of colour values and gradient stop positions. They are mapped to the greyscale identity and root maps respectively, which are blended to form the hair material's base colour. Cheap method to create a large variety of editable hair colour variations without the need to use large, colour textures.
Albedo
Texture - Paths to an albedo texture (.xbm
). This texture is used to determine the base colour of skin. Most skin albedo maps are pale/caucasian and tinted darker tones via TintColor.
SecondaryAlbedo
Texture - Paths to a secondary albedo texture (.xbm
) with alpha transparency, which is blended with Albedo
. Intended for secondary colour details like freckles. Commonly used by texture frameworks to blend tattoos with Albedo
.
SecondaryAlbedoInfluence
Normal
Texture - Paths to a primary global normal map (.xbm
).
DetailNormal
Texture - Paths to a secondary global normal map (.xbm
). This is typically used for muscle/vein definition and is blended with primary normal.
Roughness
DetailRoughnessBiasMin
DetailRoughnessBiasMax
MicroDetailUVScale01
Scalar - UV scale compensation factor for microdetail_n01.xbm
. See Fig. 1. Value is an integer between 0 and 100. A particular value is required for this detail normal map to tile seamlessly depending on the UV scale of the body part mesh. See Fig. 2.
MicroDetailUVScale02
Scalar - UV scale compensation factor for microdetail_n02.xbm
. See Fig. 1. Value is an integer between 0 and 100. A particular value is required for this detail normal map to tile seamlessly depending on the UV scale of the body part mesh. See Fig. 2.
MicroDetail
Texture - Paths to a microdetail texture (.xbm
). See Fig. 1. This is a tileable detail normal map, typically used for pore structures. There are 3x by default (microdetail_n01.xbm
, microdetail_n02.xbm
and a 2:1 combination of the two textures called microdetail_n.xbm)
.
MicroDetailInfluence
Scalar with a decimal value between 0 and 1.0. Determines normal strength of microdetail_n01
and microdetail_n02
. See Fig 1.
TintColorMask
TintColor
Color - RGB uint8 colour value multiplied with the per pixel colour of Albedo
and SecondaryAlbedo
texture. Used to make all of the skin tone options in character creator (ca_almond, ca_senna, bl_dark etc).
TintScale
SkinProfile
Detailmap_Stretch
EmissiveMask
EmissiveEV
Detailmap_Squash
CavityIntensity
Bloodflow
Texture - Path to a bloodflow (vein) texture (.xbm
).
BloodColor
DetailNormalInfluence
See for a picture
Scalar with a decimal value between 0 and 1.0. Determines how wet/shiny or dry/matte skin material appears. 0 = least rough (most wet/shiny). 1.0 = most roughness (most dry/matte). See for a picture