Hair and skin material properties
Hair and skin shader
Summary
Published: Apr 05 2024 by manavortex Last documented edit: Apr 05 2024 by manavortex
This page gives an explanation of properties for the hair and skin shaders.
Wait, that's not what I want!
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
Hair material
Strand_ID | Texture - Paths to an identity map ( |
Strand_Gradient | Texture - Paths to a root map ( |
Strand_Alpha | Texture - Paths to an opacity mask texture ( |
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 |
AlphaCutoff | |
Flow | Texture - Paths to an anisotropic rotation map ( |
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. |
ShadowStrength | |
ShadowMin | |
ShadowMax | |
ShadowRoughness | |
DebugHairColor | |
HairProfile | HairParameters - Paths to a hair profile or |
Skin material
Albedo | Texture - Paths to an albedo texture ( |
SecondaryAlbedo | Texture - Paths to a secondary albedo texture ( |
SecondaryAlbedoInfluence | |
Normal | Texture - Paths to a primary global normal map ( |
DetailNormal | Texture - Paths to a secondary global normal map ( |
Roughness | |
DetailRoughnessBiasMin | |
DetailRoughnessBiasMax | |
MicroDetailUVScale01 | Scalar - UV scale compensation factor for |
MicroDetailUVScale02 | Scalar - UV scale compensation factor for |
MicroDetail | Texture - Paths to a microdetail texture ( |
MicroDetailInfluence | Scalar with a decimal value between 0 and 1.0. Determines normal strength of |
TintColorMask | |
TintColor | Color - RGB uint8 colour value multiplied with the per pixel colour of |
TintScale | |
SkinProfile | |
Detailmap_Stretch | |
EmissiveMask | |
EmissiveEV | |
Detailmap_Squash | |
CavityIntensity | |
Bloodflow | Texture - Path to a bloodflow (vein) texture ( |
BloodColor | |
DetailNormalInfluence |
Fig. 1 - Microdetail _n.xbm
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