I'm rendering a character's face in Maya2009 MR with SSS fast skin shader. With Subdividion Approximation using 32bit openEXR Displacement map and Shave & Haircut V5.0V59.
1. With displacement applied to head geometry, the Shave doesn;t render, and the maya scene crashes with fatal error. When i take off the displacement, the hair renders fine with SSS.
2. Im using Hair Buffer, and its giving me an edge(alpha edge) along the surface where the geometry meets hair. Tried various options and can't seem to get rid of it. I do not want to render hair as Primitive or geo as they take years to render, and buffer is giving me the quality i want.
3. What would be the best way to render hair in different passes? so that i have head render with SSS as one pass, hair as saparate pass, and shadow as saparate pass?
I would really appreciate any help as im looking to find a clean pipeline for what i want to achieve.