With Cycles the hair is rendered correctly, but with Eevee only black lines are displayed. The rest of the scene is rendered correctly with both engines.
The problem with the black lines was caused by an old graphics driver. But the hair was still just displayed as colored lines after that. This however was due to the render setting "Hair Shape Type" which was set to "Strand".
Setting it to "Strip" as shown in the image below fixes that. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Hair doesn't render in viewport with eevee Ask Question. Asked 8 months ago. Active 8 months ago. Viewed times. LukasFun LukasFun 11 4 4 bronze badges. There is no shader being used to generate the hair at least none that is shown in the node editor. Active Oldest Votes.
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Sign up using Email and Password. Post as a guest Name.This shader is an implementation of the paper by Chiang et al. Documentation is available here. Landed in both master and Blender 2. Eventually parts of it can be made compatible but it won't look the same as this is quite raytracing heavy. I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender the first one on the internet!
Is it in any way implied they have ownership of these published ideas even though it is not stated as being say copyrighted? Just wondering I hope you are right because it will only take one law suit to bury Blender. Even just defending a case would do it regardless of the veracity of it. The more successful Blender becomes for free in offering what the big companies have really big money invested in the more likely they are going to be looking for 'violations'.
Personally I would be avoiding using the same papers as the basis for new features for fear of accusations of cloning etc.
Disney didn't like us referring to Blender as having Disney type shaders and I am pretty certain they won't be happy us citing our shaders as being the same as those used in one of their films. In my opinion we ought to stop referring to Disney even obliquely as tempting as it is when being proud of Blender's capability.
It would be bad form to advertise a Chinese car as having the same seats as a BMW regardless of the source of information Just saying Your FUD is unfounded and lacks the facts to back it up. No, I am being pragmatic and realistic.
The world is often not a fair place. If say Autodesk decided its toes were being trodden on and therefore wanted to make life very difficult for Blender it could do that.
You shouldn't think the relative ambivalence or even generosity toward open source will always be there especially if corporations suddenly find themselves severely stressed.
There is no golden halo around Blender's arse. IMO it would be better not to stray into an 'occupied zone' that might lead to reprisal. Blender can go its own way and be successful without saying to the world 'hey look we included the latest 'Disney' or 'Pixar' shaders so you can make your movies the same as 'XYZ' blockbusters.
That is just begging for trouble IMO. I bet Pixar would defend itself against any other studio that was turning out work of the same style as theirs. They would be claiming ownership of a certain look and feel as being recognisably Pixar. Imitation might be thought of as flattery but it could also be seen as invasive or threatening.
There is no legal penalty for using the same freely-published source papers. Anyone has access to use, or not, the information or even parts of it and apply the knowledge however they wish in whatever manner they wish.Blender Eevee Skin and Hair Shader tutorial
I'm grateful we have an intellectually-capable team that can decipher and use this-type info for integration into Blender. I wouldn't lose a second of sleep over this. There has been no illegality here.
Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. It only takes a minute to sign up. I'm trying to make a Christmas Tree in Blender 2.
Is there any other way to change the thickness of the Hair? Or do I have to use Cycles and wait until Eevee adds these features? Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered.
Hair Shape in Eevee Ask Question. Asked 1 year, 3 months ago. Active 1 year, 3 months ago. Viewed 4k times. Nicola Sap 9, 1 1 gold badge 32 32 silver badges 64 64 bronze badges.
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Strand render and adaptive render both display the same result. Also, hair converted from curves with the Hair Tools by bartoszstyperek doesn't show up at all; appearing completely invisible in final render. First blend I attached is an old file, with particle hair generated from scratch.
Second blend has hair particles created from curves with the hair tools mentioned above. First case has the hair rendered only partially, second case has completely missing hair. While initially it seemed mostly an odd occurance with the final rendering, it seems like the real issue was in the number of steps I added 9.
The scenes were directly imported from Cycles and edited for Eevee, without changing any important value except the shape type from strand to strip and scaling. Apparently 7 steps are the best value for Eevee otherwise it won't work.
Title changed to fit the discussion better. I'm lost then.
EEVEE for Beginners: Hair
Because with both GPUs and OS on desktop and laptop updated drivers and latest build I get the same result: no hair in final render. I wonder if there's something in the settings that I need to tweak? Just typing this for a friend who tested my scenes but didn't create an account here yet: she has the same issues with a GTX ti on Windows Not sure why the hair renders normaly with F12 for you Jose, but clearly this is something that causes troubles on a lot of other systems.
However, I can also replicate it on viewport if I set the steps of the hair to be the same. Although the viewport softmax is 7, you can type 9 directly. On the hairtest file, reducing the hair steps to 7 makes it render correctly, but also reducing the count of children, or changing the children from interpolated to simple.
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In the hairfromcurves file though, only reducing the steps seems to work. Which is weird because it has way less hairs overall, at first I thought it's like a memory issue, but I can't explain why in the second file reducing child count doesn't work.
In the meantime, reduce the hair steps from 9 to 7 as a temporary workaround, 9 seems a little bit overkill. Thank you for testing it out Wo.
Regarding the viewport, I actually have no problems with it. The hair renders nicely there for me However, if you don't view it properly in the viewport either, then yes I guess the title needs to be changed accordingly.
Yes, you are correct! Switching from 7 to 9 completely removes the hair from viewport as well, while bringing it down to 7 from 9 also renders it in final image.
Tbh I don't think 9 are required at this point Thank you so much for pointing this out! I guess it's not surprising since 2. I don't see hair in viewport, set to strip. With the strands I see it black, in eevee. With the principled hair BSDF. Create Task. Hair particles disappear from render and viewport with more than 7 steps Closed, Resolved Public. Edit Task Edit Related Tasks Aranzazu Hurtado zutxita. Jose Conseco joseconseco. Sebastian Parborg zeddb.Blender Version Broken: Blender 2.
Short description of error When principled hair shader is applied to a particle hair system, the results are not shown on the viewport. Only a black constant color is represented. Was previously working on shade and render modes eevee. Exact steps for others to reproduce the error. Please follow our submission template and guidelinesalso read these tips about bug reportsand make a complete, valid bug report, with required info, precise description of the issue only ONE issue per report!
I provided a screen capture. How would you know I appended other objects hair in the scene if the outline representation is broken? What am I missing that I should include? Landed in both master and Blender 2. Eventually parts of it can be made compatible but it won't look the same as this is quite raytracing heavy. The standard Principled Shader does work for hair. Perhaps this is what previously worked in your case? More than a week without reply or activity.
Create Task. Blender 2. Edit Task Edit Related Tasks BF Blender Backlog. Bastien Montagne mont Brecht Van Lommel brecht. David activemotionpictures. Jonathan Gravedrinker. Mircea Kitsune mirceakitsune.
Sebastian Ferreyra Saabi. David activemotionpictures Aug 2AM. Related Objects. Mentions Mentioned In T 2. Event Timeline. David activemotionpictures created this task. Aug 2AM. Bastien Montagne mont29 lowered the priority of this task from 90 to Aug 2PM.
Bastien Montagne mont29 added a subscriber: Bastien Montagne mont David activemotionpictures added a comment. Eventually parts of it can be made compatible but it won't look the same as this is quite raytracing heavy The standard Principled Shader does work for hair. Bastien Montagne mont29 changed the task status from Unknown Status to Invalid. Aug 12PM. Bastien Montagne mont29 claimed this task. Oct 9PM.All the same Lynda. Plus, personalized course recommendations tailored just for you.
All the same access to your Lynda learning history and certifications. Same instructors. New platform. Take a look at the new Principled Hair shader. A: We publish a new tutorial or tutorials for this course on a regular basis. We are unable to offer a Certificate of Completion because it is an ever-evolving course that is not designed to be completed.
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You started this assessment previously and didn't complete it. You can pick up where you left off, or start over. Develop in-demand skills with access to thousands of expert-led courses on business, tech and creative topics. You are now leaving Lynda. To access Lynda. Visit our help center. Preview This Course.Principled BSDF. The base layer is a user controlled mix between diffuse, metal, subsurface scattering and transmission.
On top of that there is a specular layer, sheen layer and clearcoat layer. The emphasis on compatibility with other software means that it interprets certain input parameters differently from older Blender nodes.
Mix between diffuse and subsurface scattering. Rather than being a simple mix between Diffuse and Subsurface Scattering, it acts as a multiplier for the Subsurface Radius. Average distance that light scatters below the surface. Higher radius gives a softer appearance, as light bleeds into shadows and through the object. The scattering distance is specified separately for the RGB channels, to render materials such as skin where red light scatters deeper.
Blends between a non-metallic and metallic material model. A value of 1. Amount of dielectric specular reflection. Tints the facing specular reflection using the base color, while glancing reflection remains white.
Normal dielectrics have colorless reflection, so this parameter is not technically physically correct and is provided for faking the appearance of materials with complex surface structure.
Amount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent direction; negative values give highlights shaped perpendicular to the tangent direction.
Add 0. Extra white specular layer on top of others. This is useful for materials like car paint and the like. Controls the transparency of the surface, with 1. Usually linked to the Alpha output of an Image Texture node. A method that is faster than Multiple-scattering GGX but is less physically accurate.