//Maya ASCII 4.5 scene //Name: hair_shader.ma //Last modified: Thu, Jan 08, 2004 06:37:01 PM requires maya "4.5"; currentUnit -l centimeter -a degree -t film; fileInfo "application" "maya"; fileInfo "product" "Maya Unlimited 4.5"; fileInfo "version" "4.5"; fileInfo "cutIdentifier" "200208160001"; fileInfo "osv" "Microsoft Windows 2000 Professional Service Pack 4 (Build 2195)\n"; createNode materialInfo -n "export_hair_materialInfo45"; createNode shadingEngine -n "hair"; setAttr ".ihi" 0; setAttr ".ro" yes; createNode anisotropic -n "anisotropic"; addAttr -ci true -m -sn "isc" -ln "ignoredShadingConnections" -bt "IGSC" -at "long"; setAttr ".dc" 0.37189999222755432; setAttr ".tcf" 0; setAttr ".rfl" 0.066119998693466187; setAttr ".sprx" 8.3559999465942383; setAttr ".spry" 1.7519999742507935; setAttr ".roug" 0.72180002927780151; setAttr ".angl" 121.98600006103516; setAttr ".frfi" 13.718799591064453; setAttr ".arfl" no; createNode blendColors -n "blendColors"; setAttr ".c1" -type "float3" 0.36036801 0.36600545 0.44600001 ; setAttr ".c2" -type "float3" 0 0 0 ; createNode fractal -n "bmp_n_color_fractal"; setAttr ".ail" yes; createNode place2dTexture -n "place2dTexture3"; setAttr ".re" -type "float2" 15 1 ; setAttr ".r" 35.700000000000003; createNode fractal -n "spec_fractal"; setAttr ".cg" -type "float3" 0.75699997 0.82580954 1 ; setAttr ".dc" -type "float3" 0.21918598 0.56082064 0.90200001 ; createNode place2dTexture -n "place2dTexture2"; setAttr ".re" -type "float2" 21 0.2 ; setAttr ".r" 23.802; createNode bump2d -n "hair_bump2d5"; setAttr ".bd" -0.014000000432133675; setAttr ".vt2" -type "float2" 9.9999997e-006 9.9999997e-006 ; setAttr ".vc2" -type "float3" 9.9999997e-006 9.9999997e-006 0 ; createNode ramp -n "translucency_ramp"; setAttr ".t" 1; setAttr ".in" 3; setAttr -s 2 ".cel"; setAttr ".cel[0].ep" 0.30500000715255737; setAttr ".cel[0].ec" -type "float3" 0 0 0 ; setAttr ".cel[2].ep" 0; setAttr ".cel[2].ec" -type "float3" 5 5 5 ; createNode place2dTexture -n "place2dTexture1"; createNode samplerInfo -n "samplerInfo"; createNode ramp -n "transparency_ramp"; setAttr ".t" 1; setAttr ".in" 3; setAttr -s 2 ".cel"; setAttr ".cel[0].ep" 0.12999999523162842; setAttr ".cel[0].ec" -type "float3" 0 0 0 ; setAttr ".cel[2].ep" 0; setAttr ".cel[2].ec" -type "float3" 5 5 5 ; createNode place2dTexture -n "place2dTexture4"; createNode samplerInfo -n "samplerInfo1"; createNode lightLinker -n "lightLinker1"; setAttr ".ihi" 0; setAttr -s 3 ".lnk"; select -ne :time1; setAttr ".o" 1; select -ne :renderPartition; setAttr -s 3 ".st"; select -ne :renderGlobalsList1; select -ne :defaultShaderList1; setAttr -s 3 ".s"; select -ne :postProcessList1; setAttr -s 2 ".p"; select -ne :defaultRenderUtilityList1; setAttr -s 8 ".u"; select -ne :lightList1; select -ne :defaultTextureList1; setAttr -s 4 ".tx"; select -ne :initialShadingGroup; setAttr -k on ".nds"; setAttr ".ro" yes; select -ne :initialParticleSE; setAttr ".ro" yes; connectAttr "hair.msg" "export_hair_materialInfo45.sg"; connectAttr "anisotropic.oc" "hair.ss"; connectAttr "blendColors.op" "anisotropic.c"; connectAttr "spec_fractal.oc" "anisotropic.sc"; connectAttr "hair_bump2d5.o" "anisotropic.n"; connectAttr "translucency_ramp.ocr" "anisotropic.tc"; connectAttr "transparency_ramp.oc" "anisotropic.it"; connectAttr "bmp_n_color_fractal.oa" "blendColors.b"; connectAttr "place2dTexture3.o" "bmp_n_color_fractal.uv"; connectAttr "place2dTexture3.ofs" "bmp_n_color_fractal.fs"; connectAttr "place2dTexture2.o" "spec_fractal.uv"; connectAttr "place2dTexture2.ofs" "spec_fractal.fs"; connectAttr "bmp_n_color_fractal.oa" "hair_bump2d5.bv"; connectAttr "place2dTexture1.o" "translucency_ramp.uv"; connectAttr "samplerInfo.fr" "translucency_ramp.u"; connectAttr "place2dTexture1.ofs" "translucency_ramp.fs"; connectAttr "place2dTexture4.o" "transparency_ramp.uv"; connectAttr "samplerInfo1.fr" "transparency_ramp.u"; connectAttr "place2dTexture4.ofs" "transparency_ramp.fs"; connectAttr ":defaultLightSet.msg" "lightLinker1.lnk[0].llnk"; connectAttr ":initialShadingGroup.msg" "lightLinker1.lnk[0].olnk"; connectAttr ":defaultLightSet.msg" "lightLinker1.lnk[1].llnk"; connectAttr ":initialParticleSE.msg" "lightLinker1.lnk[1].olnk"; connectAttr ":defaultLightSet.msg" "lightLinker1.lnk[2].llnk"; connectAttr "hair.msg" "lightLinker1.lnk[2].olnk"; connectAttr "hair.pa" ":renderPartition.st" -na; connectAttr "anisotropic.msg" ":defaultShaderList1.s" -na; connectAttr "place2dTexture2.msg" ":defaultRenderUtilityList1.u" -na; connectAttr "place2dTexture3.msg" ":defaultRenderUtilityList1.u" -na; connectAttr "blendColors.msg" ":defaultRenderUtilityList1.u" -na; connectAttr "hair_bump2d5.msg" ":defaultRenderUtilityList1.u" -na; connectAttr "place2dTexture1.msg" ":defaultRenderUtilityList1.u" -na; connectAttr "samplerInfo.msg" ":defaultRenderUtilityList1.u" -na; connectAttr "place2dTexture4.msg" ":defaultRenderUtilityList1.u" -na; connectAttr "samplerInfo1.msg" ":defaultRenderUtilityList1.u" -na; connectAttr "lightLinker1.msg" ":lightList1.ln" -na; connectAttr "spec_fractal.msg" ":defaultTextureList1.tx" -na; connectAttr "bmp_n_color_fractal.msg" ":defaultTextureList1.tx" -na; connectAttr "translucency_ramp.msg" ":defaultTextureList1.tx" -na; connectAttr "transparency_ramp.msg" ":defaultTextureList1.tx" -na; // End of hair_shader.ma