
– Clump hair editing tool uses hair selection overlay for displaying selected clump hairs – Guide proximity mode in Hair from Guides on by default, barycentric interpolation on by default – Strand groups can be used as hair parts – Edit Guides can be applied directly onto a surface mesh – Edit Guides amount value applies to strand deletions and creations Here are some of the highlights for the new features: Larger values (closer to 2) can significantly increase render times.Version 7 expands greatly on Ornatrix 3dsmax V6 in nearly all aspects: the GUI, performance, hair display, optimization, and of course features. This additional calculation increases render times, but smooths the hair width. Min pixel width – Sets the minimum pixel width for each hair strand to help ensure samples are taken consistently between pixels. A value of 0 means no minimum width is applied, but increasing it makes rendering the strands consistent. See the Dynamic Tessellation example below for more information. Larger values are faster to render and take less RAM, but may cause the hair strands to appear jagged. 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. Generate W coord – When enabled, V-Ray generates a W mapping coordinate that represents the position of the shaded point along the hair strands.
