OPENGL Hair Transparency issues
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So i have read up on a lot of tips and hints on the forums and google and i am completely lost. can anyone explain me how to render the hair properly in opengl? so it atleast doesn't have any transparency issues. like in the viewport it's perfectly fine but as soon as you render it it becomes transparent in major places.
Comments
I think you can't do anything in the settings beside of turning off transparency because its a common bug with the OpenGL render engine.
You could go to the main menu and choose Window > Full Screen Mode and then Alt+Print to take a screenshot you can paste into a image editor.
But be careful with the Full Screen Mode - the first time I tried that I had to realize DazStudio dosn't allow you to go back without showing any menu. If you want to use the full Screen Mode first go to Window > Workspace > Customize and in the dialogue scroll the left side action list down to the bottom and expand the Window entry where you can see the fullscreen mode, right-click on it and Change Keyboard Shortcut I set mine to F12.
I did once fix that transparency issue of a OpenGL render in postwork with Photoshop. Just create another layer in your image editor of choice, then use the color picker to get some of the hair color and fill the new layer with that, placed behind your render image layer. You may notice this issue with the eyes too, then just fill some color on the layer beind and its gone.
how do you turn off the transparenc thing?
You select the hair item in the Viewport or in the Scene pane, then you go to the Surface pane select all the hair surfaces and search the shader settings for an opacity slider with a black and white texture loaded that controls the transparency. I tend to type "op" into the top text search/filter box of the Surface pane to qickly find it. Now left-click on the texture in front of that opacity slider and a menu shows up with the option "none". But be aware this isn't very useful because now the hair looks even worse and shows how the geometry is made.
BTW does it realy have to be an OpenGL render, actualy it is just meant to give you a preview in the viewport and is far from showing any visual effects. Beside of the diffuse colors you currently see there are also specularity, bump, displacement and maybe normal maps that define the surface and texture of a material in DazStudio.
I mean some would say you missing out all the image quality that you can get with a 3DL or iRay render.