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A number of mr Sky parameters are common to all three Sun & Sky components.
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This topic mainly provides information on parameters unique to this component. The mr Sky light is intended for use in the mental ray Sun & Sky combination. For some of those parameters, this topic provides a brief explanation plus a link to the main topic with additional details. The mr Sun light is intended for use in the mental ray Sun & Sky combination. For example, to push the horizon down just below the edge of a finite visible ground plane, use –0.2. In practice, only much smaller values are actually useful. The total range available range is somewhat extreme, reaching from –10.0 (the horizon is “straight down”) to 10.0 (the horizon is at the zenith). Note that this horizon doesn’t actually exist at a specific height in 3D space it is a shading effect for rays that go below a certain angle. This parameter allows tuning the position of the horizon. It can also cause issues rendering locations that are supposed to be at a high altitude, like mountain tops or the top of New York skyscrapers where the horizon really is visibly “below” the viewer. However, because the horizon is infinitely far away, this can cause trouble joining up with any finite geometry that is supposed to represent the ground. The default value, 0.0, places the horizon at a standard height. Other than that, don't know what to do.Horizon and Ground group Horizon Height The vertical position of the horizon. So I can basically guarantee the issue is somehow related to the hair/fur not using the shader despite the fact I have it checked off to be used.
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Now, the colors selected under the normal material panel in the hair/fur modifier are white. As the second picture shows, it seems to have the pattern in both the map and the material (which is also mental ray). So I really don't know what the problem is. My first thought after that was "Maybe it's because the diffuse_tint color was white?" That doesn't seem to be the case - I changed it to black, rendered again, same exact thing. So the problem I've been having is when I render it out, the hair is entirely white. Anyway, the mib_illum_hair_x map is kind of messy looking as far as labelling goes.
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I went into the files and made the default Mental Ray hair thing visible (mib_illum_hair_x map, least I think that's what it's called) because I saw in two places that that's how you basically make a hair shader using just default Max. So I have 2017, with a model covered in hair in a scene with all Mental Ray stuff (daylight system with mrsun/sky, hair uses mrprim).
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