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Author Topic: Hair/Fur rendering problems  (Read 640 times)
Ahri
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Hair/Fur rendering problems
« on: April 04, 2018, 18:06 »

Can anyone help me with displaying hair and fur properly? It looks like this:



so it's missing the "transparency"


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Gildor
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Re: Hair/Fur rendering problems
« Reply #1 on: April 04, 2018, 18:12 »

In general, there should be transparency (opacity) texture/mask. Everything else heavily depends on what software you're using. Properly rendering hair is a very complex task. Realtime game engines uses very complex hair materials (in commercial-level companies, of course). An example could be found (I think) in Paragon content for UE4.

If you need a realistic hair for DCC (Max, Maya etc), I'd suggest searching in http://80.lv - it has many articles for artists.
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Ahri
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Re: Hair/Fur rendering problems
« Reply #2 on: April 04, 2018, 18:22 »

I'm using 3ds Max with imported Models from the MMO Bless Online. But looks like there is no "easy" way to make them look normal.
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WollieWoltaz
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Re: Hair/Fur rendering problems
« Reply #3 on: April 04, 2018, 21:41 »

@Ahri I always have this problem, you should defintely fiddle around with the materials in Max. Not sure what exactly...
Btw..

Do you use the chinese version of bless online? as the western version is comming begin of May Could you probably send the game assets files as a whole?

Kind regards,

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X3D
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Re: Hair/Fur rendering problems
« Reply #4 on: April 05, 2018, 10:28 »

Open the _C1 hair or fur texture in GiMP

MENU Bar - Colors / Components / Decompose

POP-UP MENU - Drop Down MENU / RGB / OK

This will give you the Alpha

Export As / Save file

3dsmax - Materials - Load into opacity channel.

Sometimes changing the RGB to RGBA or ALPHA works depending on the textures used.
« Last Edit: April 05, 2018, 10:32 by X3D » Logged
Stiffy360
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Re: Hair/Fur rendering problems
« Reply #5 on: May 13, 2018, 07:32 »

Late reply, but saying for everyone.

With bless transparency is stored either in the red channel (usually eyebrows and stuff) or the green channel (most everything else) of the C1 texture.

To load it in 3ds max without any edits, import the model, then in your master material, go to the "maps" tab and find "opacity".
Click on it and select "RGB Multiply"
Drag and drop your C1 texture onto it, and make Red and Blue become black in the color picker, then Green to white.
Your transparency should work correctly.
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