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Kyle
03-12-2003, 10:05 PM
When I put on my transparency map to make the hair on my model fade out everything work fine except at the very end of the transparency map, where the hair is completely transparent, there is a dark line, as if the plane I mapped it on was creating a shadow.

I turned off all shadows, so that's not it. And I've tried the hair as both a poly and nurbs. I've tried saving the transpareny map as both a jpeg and targa. And I've rendered it at Production quality in both the Maya and Mental Ray.

Anyone ever come across something like this and do you know how to fix it. I'm running out of ideas. :annoyed:

ambient-whisper
03-12-2003, 10:46 PM
i think that only happens when you got tiling turned on. try turning it off.

lricho
03-13-2003, 12:53 AM
this could also be related to tiling, but turning filter off on the texture also works. It could have something to do with the slight blur on the edges that get wrapped. so either method should work. but turning tiling off should leave it looking better.

Kyle
03-13-2003, 01:16 AM
are you talking about tiles in the UV Editor? Because those are off already. Also, the hair is a NURBS so the UV Editor won't work.

Apollux
03-13-2003, 05:32 AM
Boy, your problem is classic and as far as I know it is present on every single app (from the so-called high-end to the freewares). It only happends when aplying an alpha channel from a texture.

To solve it the only thing that you need to do is to fix the mapping of the texture so that the texture is a little bit bigger that the plane/cube/nurbs that you are aplying it to.

Usually that is done by changing the texture space of the mesh, but the specific way to do it or the name of the property varies from app to app.

Also making sure that the texture is COMPLETE black there where it should be complete transparent helps, but that doesn't seem to be your case.

*edit: By the way, since you are changing the mapping of the alpha map, you must change the mapping of the others maps (color, specularity, etc. etc.) in the same way and by the same amount, otherwise the texture will look quite weird.

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