

Smaller values produce smoother strands but take more memory and are slower to render. For more information, see Dynamic Tessellation example below.Įdge length – Specifies the desired edge length, in pixels, of each final segment of the hair strands when Dynamic tessellation is enabled. Strands closer to the camera are tessellated into finer segments so that they render smooth, while strands away from camera are simplified to reduce memory usage and speed up rendering. Turning this option off causes V-Ray to store each hair system into a separate acceleration structure which can be built on demand and destroyed when the dynamic memory limit is reached.ĭynamic tessellation – Instructs V-Ray to subdivide and smooth the hair strands before rendering. This speeds up rendering especially when multiple hair systems are applied to the same object, however the entire acceleration structure is kept in RAM for the entire frame. Use global hair tree – When enabled, V-Ray stores the hair strands from all hair systems in the scene into a single raytrace acceleration structure at the start of each frame. Otherwise, the W coordinate is taken from the Ornatrix modifiers. The main purpose behind Ornatrix is to make it as much fun for the user to explore the art of virtual hairdressing as possible.Generate W coord – When enabled, V-Ray generates a W mapping coordinate that represents the position of the shaded point along the hair strands. So leave your skepticism and frustrations behind, put on your hairdresser hat (if you have one), and let your imagination and inner stylist roam free. The purpose of Ornatrix is to bring you (the user) as close to achieving perfect results as possible with putting the technical side of things inside. Since then many strives have been made in simulating realistic hair. Hair and fur has been one of the biggest problems in CG since the problem was first studied in 1980’s. EPhere Ornatrix is the ultimate hair, fur, and feather grooming and animation software for 3ds Max.
