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Lumina Hair MATs

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Product Name: Lumina Hair MATs
Product ID: 20872
Published Artist(s): wowie
Created By: N/A
Release Date: 2014-12-24

Product Information

Give your character that extra bit of flair with luminous hair that responds realistically with light.

Lumina Hair MATs is a pure shader based MATs using UberSurface2. That means there's no need to load diffuse, specular textures anymore. You can apply the same shader and have the same shade between various hair props.

Hair highlights are completely shader based. By default, the MAT will use use anisotropic highlights for shaped specular highlights. There's also a non-anisotropy MAT if you need it. With UberSurface2 fresnel, the highlights will be stronger when viewed at glancing angles.

Also included is a geometry shell trick to add that extra bit of luminance to every hair.

The hair MATs are meant to be used with gamma correction enabled and output gamma set to 2.2. Photo Studio Kit or Photo Studio Kit 2 lights are recommended for best use with these MATs.

Product Notes

Installation Packages

Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier, which is used as a key to indicate something about the contents of that package.

  • 1 Core 1)

[ ] = Optional, depending on target application(s)

Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.

Lumina Hair MATs (Core)

  • You can find new icons for loading this product in the following DAZ Studio Folders:
    • “Shader Presets:Lumina Hair MATs”
  • You can find new icons for this product in the following DAZ Studio Categories:
    • “Shaders:Hair”

Additional Details

  • The materials and lights presets are meant to be used gamma correction enabled and with a Gain of 1 and Gamma of 2.2
  • Hair MATs Usage:
    • Load your hair prop as usual. Apply the MATs for the hair you're using if the hair does not come with any maps loaded.
    • Apply the 'Hair.duf' shader preset. The updated version does not require you to use Ctrl+Click to retain opacity, bump and displacement maps.
    • Optionally, you can use the 'Hair without anisotropy.duf' MAT preset to use the non-anisotropy version of the MATs.
    • By default, the MATs comes with the Blonde Light colors. To apply a different color, select the hair surfaces and double click on the color MAT preset you want.
  • Hair Geometry Shell MAT usage.
    • Select the hair prop and create a geometry shell. Leave the default options so the geometry shell will load as child node of the hair.
    • Select the geometry shell you've just made. Apply any of the supplied hair MATs that came with the hair prop. This will load the opacity maps including other maps as well. We only need the opacity maps, you can remove any other maps if you like.
    • With the geometry shell selected, go to the Properties tab. Go to the General section. Make sure that the Offset Distance is set to 0 (zero).
    • To avoid having the scalp cast shadows, go to the Shell section. Make sure the scalp (it will either be called Scalp, Skull Cap or Base), is turned off.
    • Select all the hair surfaces on the geometry shell. WIth the surfaces selected, apply the 'Hair Geo Shell.duf' to make the hair cast colored shadows.
    • Last step, go to the original hair prop and open the Parameters tab. Go to the Display section. Make sure 'Cast Shadows' is disabled.
  • Known Issues and Workarounds:
    • The skull cap with some hair props may appear not entirely correct near the hairline. To minimize this problem, you can change the skull cap's tiling offset. Usually a change of <1 (ie, 0.9 or 1.1) will fix the problem.

Resolved Issues

  • 2015-04-22 Updated Installer to reflect changes to product.

Known Issues

  • None


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The contents of this package are in DAZ Studio Native formats