# Hair#

(MaterialPhysicalHair)

• Category: /Material/Physical
• Default object name: hair

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Hair material.

## Attributes#

Name Type Description
Export Aovs bool Compute and write Aovs defined in the shading graph
Arbitrary Output Variables reference (AovStore) Set the list of extra channels to write to the image.
Light Path Expression Label string Set the material label in light path expressions.
Material Sample Count long Material sample count per pixel.
Glossy Reflection Sampling Multiplier double Material glossy reflection sample count multiplier.
Glossy Transmission Sampling Multiplier double Material glossy transmission sample count multiplier.
Russian Roulette double Amount of Russian roulette used on the material samples.
Roughness Noise Optimization double Noise reduction strategy along rough light path.
Glossy Reflection Depth long Maximum glossy reflection depth.
Glossy Transmission Depth long Maximum glossy transmission depth.
Opacity double[3] Opacity of the material.
Normal Mode long Define which geometric normal to use for the shading.
Shadow Casting Mode long Defines the properties of the material when casting shadows: fully opaque (regardless of the actual value of the opacity of the material), artistic (user-defined opacity and coloring), pseudo-caustics (cheaply emulating actual refractive caustics) or physical (intrinsic transparency of the material), where the last three are modulated by the opacity of the material.
Shadow Opacity double Defines how dark the shadows cast by this material are.
Shadow Coloring double Defines how much refraction and absorption colors affect shadowing.
Reflective Caustics long Reflective caustics computation mode.
Refractive Caustics long Refractive caustics computation mode.
Primary Albedo double[3] Albedo of the primary highlight (aka R lobe).
Primary Gain double Gain of the primary highlight (aka R lobe).
Primary Shift double Longitudinal shift of the primary highlight (aka R lobe): a negative value pushes it towards the root, whereas a positive one pushes it towards the tip.
Primary Length double Length, or longitudinal width of the primary highlight (aka R lobe).
Secondary Albedo double[3] Albedo of the secondary highlight (aka TRT-g lobe, or TRT without the glints).
Secondary Gain double Gain of the secondary highlight (aka TRT-g lobe, or TRT without the glints).
Secondary Shift double Longitudinal shift of the secondary highlight (aka TRT-g lobe, or TRT without the glints): a negative value pushes it towards the root, whereas a positive one pushes it towards the tip. When empty, the value is computed from the primary highlight.
Secondary Length double Length, or longitudinal width of the secondary highlight (aka TRT-g lobe, or TRT without the glints). When empty, the value is computed from the primary highlight.
Transmission Albedo double[3] Albedo of the transmission highlight (aka TT lobe).
Transmission Gain double Gain of the transmission highlight (aka TT lobe).
Transmission Shift double Longitudinal shift of the transmission highlight (aka TT lobe): a negative value pushes it towards the root, whereas a positive one pushes it towards the tip. When empty, the value is computed from the primary highlight.
Transmission Length double Length, or longitudinal width of the transmission highlight (aka TT lobe). When empty, the value is computed from the primary highlight.
Transmission Width double Width, or azimuthal width of the transmission highlight (aka TT lobe).
Glints Albedo double[3] Albedo of the glints (aka g lobe, part of the full TRT lobe). Note that it is multiplied by the secondary highlight albedo.
Glints Gain double Gain of the glints (aka g lobe, part of the full TRT lobe). Note that it is multiplied by the secondary highlight albedo.
Glints Spacing double Spacing, or half-angle between the glints (aka g lobe, part of the full TRT lobe).
Glints Width double Width, or azimuthal width of the glints (aka g lobe, part of the full TRT lobe).