Hair problems

Materials, textures, lighting, postfx
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Janders
Posts: 45
Joined: Wed Sep 02, 2015 12:41 am
by Janders » Wed Oct 14, 2015 12:31 am
Hi there! I was testing different kind of materials wen I reached a bottleneck... Yep hair.

Here some examples;


Image
Here I was playing with the Alpha Threshold but basically looks like s**t... Well, at least cast shadows.


Image
And here I tried with blend modes, it looks kinda "correct", but it doesn't cast shadows and doesn't have z hierarchy.

I tried various combinations of settings but I wasn't able to make it look right. So... Any help?

Please don't say to me to write a shader, I have no skill on that matter. :cry:
Last edited by Janders on Wed Oct 14, 2015 3:10 am, edited 1 time in total.
Duion
Posts: 835
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Oct 14, 2015 1:17 am
Check alpha threshhold and use the slider until it is like you want it, or try the different transparency modes.
Janders
Posts: 45
Joined: Wed Sep 02, 2015 12:41 am
by Janders » Wed Oct 14, 2015 2:26 am
No offense but, have you even read the post?
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Wed Oct 14, 2015 2:29 am
what format is the texture? can u upload a screenshot of its alpha channel?
Janders
Posts: 45
Joined: Wed Sep 02, 2015 12:41 am
by Janders » Wed Oct 14, 2015 3:09 am
The format is .tga

Here a screenshot of the alpha channel.
Image
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Wed Oct 14, 2015 3:21 am
have u tried a different format like dds? see if it makes any difference when it is on alpha threshold with a different format
chriscalef
Posts: 340
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Wed Oct 14, 2015 3:31 am
I have nothing helpful to add, but nice model btw!
JeffR
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Posts: 763
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Wed Oct 14, 2015 5:56 am
Yeah, hair is always gunna be tricky to render in a satisfactory way, I know even MGS5 just pretty much went 'screw it' and doesn't render the hair shadows.

Can you post up a shot of a cranked up alpha threshold? That's usually the go-to on doing transparency like that, so it not working properly is kinda odd. It may be a texture format issue or something.
Nils
Posts: 160
Joined: Thu Feb 05, 2015 3:32 am
 
by Nils » Wed Oct 14, 2015 7:54 am
Translucent Transparency (like LerAlpha) and shadows don't go along with each other. Remember T3D is (currently) running on DX9!

If you still want the shadows you'll need to turn translucent blending off. You're already working with a alpha channel, so you can make the background of your diffuse map the same colour as the hair to avoid the obvious artefacts. Further can you add a bit of subsurface effect (white!) to brighten up the dark sides; but not too much to avoid it to be lit up in low-light levels/environments.

Personally I don't mind not having shadows for hair, but never used long-haired characters before.
Duion
Posts: 835
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Oct 14, 2015 11:53 am
Yes, I have read the post, but there is only those options. Since there is black left in the first image, you need to add more alpha treshhold.
What you should do in addition is fill the alpha channel with the color of the hair and not with black, here is a tool that does this automatically: http://www.reinerstilesets.de/programme/halo-remover/
This will get rid of the black outer lines if you use alpha treshhold, your other option is to use transparency and have no shadows at all, but I think alpha treshhold with halo removed will be the best option.
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