Post by luke1 on Aug 1, 2020 16:10:30 GMT -5
Hello!
I'll try to keep this as brief as possible for the interest of brevity while expressing the problem to the best of my capacity.
I'm trying to do some renders in Blender using Alpha hairs and Cycles engine, the problem is that the transparent parts of the hair present some visible errors like the ones you can see here.
It gets more noticeable in places where the UV encompasses larger (semi or so)transparent areas. This is how I've set the nodes for the shader, it's pretty standard and I doubt that could be the problem.
I tried on different versions of Blender: 2.79, 2.81, 2.82, 2.83 - encountering the same problem. It is noticeably better on Blender 2.79, although it's not quite the quality I'd wish to reach.
I've no issue making the hair appear completely fine in Eevee, but I'd like to find a way to use Cycles for the particular renders I have in mind.
I followed every step, importing the hairs, joining them in order, setting up the shader - coming to the same result. After some trial and error, I kinda figured that the problem resides in the hair planes - particularly the ones with a lot of transparent in their UV - when they intersect with each other, causing that particular graphical error.
Doing some research online I found forums talking about using alpha masks instead of alpha blends - or that you should merge the mesh in a specific order since the renderer 'reads' meshes in the order they're created, and so on and so forth - I've tried both of these things, reading some tutorials to understand how I need to operate, but unfortunately it didn't resolve the problem.
Bottom line is: is there a way I can fix the graphical errors appearing on the transparent parts of Alpha hairs?
Thank you in advance for your attention. I'll provide any additional info/picture/file you may require and I'm sorry if I've not been exhaustive enough.
I'll try to keep this as brief as possible for the interest of brevity while expressing the problem to the best of my capacity.
I'm trying to do some renders in Blender using Alpha hairs and Cycles engine, the problem is that the transparent parts of the hair present some visible errors like the ones you can see here.
It gets more noticeable in places where the UV encompasses larger (semi or so)transparent areas. This is how I've set the nodes for the shader, it's pretty standard and I doubt that could be the problem.
I tried on different versions of Blender: 2.79, 2.81, 2.82, 2.83 - encountering the same problem. It is noticeably better on Blender 2.79, although it's not quite the quality I'd wish to reach.
I've no issue making the hair appear completely fine in Eevee, but I'd like to find a way to use Cycles for the particular renders I have in mind.
I followed every step, importing the hairs, joining them in order, setting up the shader - coming to the same result. After some trial and error, I kinda figured that the problem resides in the hair planes - particularly the ones with a lot of transparent in their UV - when they intersect with each other, causing that particular graphical error.
Doing some research online I found forums talking about using alpha masks instead of alpha blends - or that you should merge the mesh in a specific order since the renderer 'reads' meshes in the order they're created, and so on and so forth - I've tried both of these things, reading some tutorials to understand how I need to operate, but unfortunately it didn't resolve the problem.
Bottom line is: is there a way I can fix the graphical errors appearing on the transparent parts of Alpha hairs?
Thank you in advance for your attention. I'll provide any additional info/picture/file you may require and I'm sorry if I've not been exhaustive enough.