When using Maya, it’s a simple choice that you use xGen hair and fur with Arnold. However, how do you do if your rendering engine is Octane? In this article, let’s see how you can work with hair and fur on Octane for Maya.
Of course Octane for Maya support rendering hair, and this part is without converting from xGen. You don’t need to convert the hair to polygon meshes either, but rendering simplified Paint Effects strokes used for hair and other effects. Moreover, any Octane shader can render the hair.
You will need to add Octane Material to the Octane Hair Material rollout in the pfxHair transform node like the picture below. Then, you can use Octane material with Maya Hair.
This picture below shows a red Octane Material applied to Maya Paint Effects hair strokes.
You can also connect an Image texture node to Diffuse input (or any input) on the Hair material and apply it to the hair strands.
You can access the UV source parameter in the Direct Use Of Mesh UVs rollout located in the pfxhairShape node under the Octane rollout. It’s to control the Texture map’s placement and orientation across the Maya hair system.
Above is the guide for working without xGen Hair from Maya. This part is how you can work with xGen with Octane.
Octane does not natively render XGen hair. If you still want to do that, you will need the AnimWires modifier to convert the XGen Descriptions into a nHair system. After that, you should assign a Paint FX brush to the nHair system and Octane now can render.
There is another way to convert xGen descriptions to nHair, using the Guides to Curves tool in the Utilities tab. However, you should make sure that you used splines to generate xGen description.
While Octane does not render xGen hair natively, it can do that with Ornatrix hair and fur system. The Ornatrix system can render the Octane Material and Texture map orientation that’s associated with the underlying geometry.
We hope this article can help you to work with hair and fur on Octane and Maya.
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