Hair Material
Hair Material
hair( pigment = 1.3, red_pigment = 0, color = NA, sigma_a = NA, eta = 1.55, beta_m = 0.3, beta_n = 0.3, alpha = 2 )
| pigment | Default '1.3'. Concentration of the eumelanin pigment in the hair. Blonde hair has concentrations around 0.3, brown around 1.3, and black around 8. | 
| red_pigment | Default '0'.Concentration of the pheomelanin pigment in the hair. Pheomelanin makes red hair red. | 
| color | Default 'NA'. Approximate color. Overrides 'pigment'/'redness' arguments. | 
| sigma_a | Default 'NA'. Attenuation. Overrides 'color' and 'pigment'/'redness' arguments. | 
| eta | Default '1.55'. Index of refraction of the hair medium. | 
| beta_m | Default '0.3'. Longitudinal roughness of the hair. Should be between 0 and 1. This roughness controls the size and shape of the hair highlight. | 
| beta_n | Default '0.3'. Azimuthal roughness of the hair. Should be between 0 and 1. | 
| alpha | Default '2'. Angle of scales on the hair surface, in degrees. | 
Single row of a tibble describing the hair material.
#Create a hairball
#Generate rendom points on a sphere
lengthval = 0.5
theta = acos(2*runif(10000)-1.0);
phi = 2*pi*(runif(10000))
bezier_list = list()
#Grow the hairs
for(i in 1:length(phi)) {
  pointval = c(sin(theta[i]) * sin(phi[i]),
               cos(theta[i]),
               sin(theta[i]) * cos(phi[i]))
  bezier_list[[i]] = bezier_curve(width=0.01, width_end=0.008,
                                  p1 = pointval,
                                  p2 = (1+(lengthval*0.33))*pointval, 
                                  p3 = (1+(lengthval*0.66))*pointval,
                                  p4 = (1+(lengthval)) * pointval,
                                  material=hair(pigment = 0.3, red_pigment = 1.3,
                                                beta_m = 0.3, beta_n= 0.3),
                                  type="flat")
}
hairball = dplyr::bind_rows(bezier_list)
generate_ground(depth=-2,material=diffuse(color="grey20")) %>%
  add_object(sphere()) %>%
  add_object(hairball) %>%
  add_object(sphere(y=20,z=20,radius=5,material=light(color="white",intensity = 100))) %>%
  render_scene(samples=64, lookfrom=c(0,3,10),clamp_value = 10,
               fov=20)
               
               
#Specify the color directly and increase hair roughness
for(i in 1:length(phi)) {
  pointval = c(sin(theta[i]) * sin(phi[i]),
               cos(theta[i]),
               sin(theta[i]) * cos(phi[i]))
  bezier_list[[i]] = bezier_curve(width=0.01, width_end=0.008,
                                  p1 = pointval,
                                  p2 = (1+(lengthval*0.33))*pointval, 
                                  p3 = (1+(lengthval*0.66))*pointval,
                                  p4 = (1+(lengthval)) * pointval,
                                  material=hair(color="purple",
                                                beta_m = 0.5, beta_n= 0.5),
                                  type="flat")
}
hairball = dplyr::bind_rows(bezier_list)
generate_ground(depth=-2,material=diffuse(color="grey20")) %>%
  add_object(sphere()) %>%
  add_object(hairball) %>%
  add_object(sphere(y=20,z=20,radius=5,material=light(color="white",intensity = 100))) %>%
  render_scene(samples=64, lookfrom=c(0,3,10),clamp_value = 10,
               fov=20)Please choose more modern alternatives, such as Google Chrome or Mozilla Firefox.