PapaBlueMarlin opened this issue on Apr 14, 2006 ยท 68 posts
fireangel posted Thu, 22 March 2018 at 10:26 AM
EnglishBob posted at 3:19PM Thu, 22 March 2018 - #4326583
An easier alternative: connect your transparency map to the Specular_Value input.
As an aside, you don't need the connection to Transparency_Edge if Transparency_Falloff is zero. It won't hurt to leave it there though.
If you connect your transparency map to the specular value input then you can't change specularity on the hair from 1 in the non-transparent areas. That's not the best setting for most colours of hair and may look very unnatural. If you alter the specular colour map you could tone it down that way, but I prefer to have it adjustable in the material shader so the specular value can be tuned for individual lighting setups if need be. It isn't common to have that need, but it is helpful when it arises.
I didn't even think about the actual transparency settings they are unaltered from the original material on the hair. Thanks for coming into the thread, the more people who put in something the better. Improving hair Poser rendering is a big need and I would like to spread knowledge about it as widely as possible. The days of painted on highlights are numbered if this knowledge can be spread around enough.