

We can scatter splines on our blanket object and render them as curves to give the appearance of actual hairs on our blanket.įirst we are going to create our splines that will be scattered on the blanket, these will resemble our hairs. Then connect it to the emission parameter of our RS Material. Next we are going to use a Vertex Attribute and set it to RSCurveIDColor described here.
#Cine tracer controls how to#
Lets look at how to render and shade Basic splines.įirst we need to add a Redshift Object tag to all of our letter splines and set the Curve Mode to Strips. Then we will remap this with a Ramp node. Next we are going to shade our MoSpline setup, first we are going to bring in a Vertex Attribute and use the RSCurvePosition, described here. Then we adjust the scale and thickness parameter. To start off we need to add a Redshift Object tag and adjust the Curve Mode to Boxes. Let's see how to render and shade MoSpline curves. If you need more information on particle-based splines such as tracers and xpTrails check here. You can view the specific motion blur section here.

We are also going to enable deformation blur. You can enable Motion Blur on our curves by going to the motion blur settings and checking the box. The RSCurveIDColorAlpha attribute will create a random color value for each strand, as well as a random value for each strand in the Alpha Channel. The RSCurveIDColor attribute will create a random color value for each strand. This can be connected to a Ramp node set to Alt Source mode to remap the colors. The RSCurveIDNorm attribute will create a 0 to 1 grayscale value for each strand. This can be connected to a Ramp node set to Alt Source mode to remap the colors. This can be connected to a Ramp node set to Alt Source mode, to remap the colors, much like the Hair Position node for Hair Strands. The RSCurvePosition attribute will create a 0 to 1 value for each point on along the curve. These are Curve Vertex Attributes that should be used in conjunction with the Curve modes Boxes, Cylinders, Capsules, Cones, and Strips described here. The Value Amount will determine the brightness & darkness value for each strand with a value from 0-1. A value of 1 will effectively desaturate some of your strands to the point they have no color and are white. The Saturation Amount will determine the saturation value for each strand with a value from 0-1. A value of 1 will effectively change every strand to a completely different color. The Hue Amount will determine how strong each strand's Hue color will change with a value from 0-1. The Color parameter will be the overall shade of your strands. The Hair Random Color node is used for randomizing the color per hair strand. This can be connected to a ramp node source set to Alt Source mode, to remap the colors as shown below. The Hair Position node will create a 0 to 1 value for each point on along the curve. These are nodes that should be used in conjunction with the Curve mode Hair Strands, described here. Shading Curves Hair Strand-specific Shader Nodes Adaptive mode will give the most optimized result in terms of geometry.
