Puppet shader link http://www.puppet.tfdv.com/download/shaders_p_e.shtml
I have tested out on a sphere its relay an useful shader for production
Create simple hair system.
Turn off override geom shader in shavehair shape.
Assign P_HairTK shader to shavehairshape.
Create a spot light with shadows.
Connect p_SpotTK1 to sporlight custom light shader.
Assign p_MegaTK_shadow1 to hair system.
Connect p_MegaTK_shadow1 to shadow shader.
Create any dummy object and connect p_MegaTK_pass1 to geomentry shader.
Define output image path.
Select the mental ray standard channel and select the output format.
Select the output passes according to the scene requirement.
Define color for special channel.
Turn on Ambient occlusion in global render settings.
Connect mib_amb_occlusion to custum occulsion.
Adjust the value for the Z_depth.
Here are the different passes which are incorporated with help of Nuke.....
I have tested out on a sphere its relay an useful shader for production
Create simple hair system.
Turn off override geom shader in shavehair shape.
Assign P_HairTK shader to shavehairshape.
Create a spot light with shadows.
Connect p_SpotTK1 to sporlight custom light shader.
Assign p_MegaTK_shadow1 to hair system.
Connect p_MegaTK_shadow1 to shadow shader.
Create any dummy object and connect p_MegaTK_pass1 to geomentry shader.
Define output image path.
Select the mental ray standard channel and select the output format.
Select the output passes according to the scene requirement.
Define color for special channel.
Turn on Ambient occlusion in global render settings.
Connect mib_amb_occlusion to custum occulsion.
Adjust the value for the Z_depth.
Here are the different passes which are incorporated with help of Nuke.....