how to use
The use of hair in Octane is quite simple. What is challenging is the hair setup. You have to deal with it first (and Cinema 4D's Hair module is terrible at this matter). After completing the setup, all you have to do is add an "Octane Object tag" to the Hair object. From here you will see "Render as Hair" option and if you activate it, you will see the result in Live Viewer. You can also play with Root and Tip Thickness if you want to.
In the picture below, the Octane object tag is added after the Dragon's hair setup is finished. Necessary changes made in the Hair material setup and the Hair general setups.
haIr materIal vs. octane materIal
If you use Octane shader / texture in Hair, some options in Native Hair material will be canceled. But that does not mean you can not use Native hair material. Because this extremely useful material is also responsible for hair's geometry manipulation. For example, you can make Thickness or Length settings much more efficient here. The following diagram shows the use of Octane and Hair material.
shadING/texturING haIr materIal
You can assign the desired octane shader / texture material to the hair material. Now let's create a few scenarios and see the results:
assign standart color
The simplest form of material assignment. Just create a material and assign it to a hair object. Simple.
assign octane gradient
You can also use Octane's Gradient texture to apply different colors to hair. In the following example, an octane gradient is assigned to the Diffuse Channel. You can also use the gradient of Cinema 4D in a similar way.
Info1 Never use the Octane Gradient Node alone. Gradient is not a generator but a mapper. Requires Input for to work. Keep this in mind.
Info2 Do not use random color node to describe different colors for hair. Random Color Node does not work for hair. It works mostly in situations like Instance / clone / scatter.
assign "w" coordInate
It is a sophisticated way of grading hair strands. For details see Textures "W Coordinate".