Announcement

Collapse
No announcement yet.

Help on Hair Shading (alpha transparency)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Help on Hair Shading (alpha transparency)

    Hi guys,

    I am working on a game character model and I am seeing that my alpha cards for the hair have a greyish fringe around the opaque parts, so that the eyebrows which should be black look all grey. Can anybody give me a tip on what I should do to get it to render without the fringe? It is not a texture problem in itself since it renders perfectly in Cycles. I imagine that there is some material or node setting that needs to be tweaked so that the alpha is read with more contrast and no transition between the opaque and the transparent.

    I am using .png and Hair3 material or BRDF node (whichever it is)

    Thanks!
    Attached Files

  • #2
    Maybe try changing color space to Linear instead of sRGB? For alpha maps, I typically run a threshold command in Photoshop to make sure it's a clean clip mask.

    Comment


    • #3
      Hey Andy,

      Thanks for the suggestion; I fixed it though after a while of trying things I realized tha problem was a lack of pixel padding in the diffuse texture, as soon as I added some and gave it a dark background the hair now looks correctly, without the fringing. Oooops...

      Comment

      Working...
      X