Hair looks transparent in viewport
noahimself
Posts: 41
I just recently got Daz3D, and I noticed the hair always looks transparent in viewport. Can I change this, or is it only opaque when fully rendered?
Post edited by noahimself on
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Some hair has this worse than others...but it is a limitation with the OpenGL shaders that the viewport uses. It has to do with stacked layers of transparency maps.
Is there anything I can do about it?
It's important because, I'm trying to use it as a reference for drawing
Any help will be really appreciated!!!
No...there isn'tl. Other than do a render.
Depending on what you want and on how the hair is made going into the Surfaces pane with the hair selected, clicking the hair's entry to the left of the pane's Editor tab to select all surfaces, finding the Opacity property, clicking the little square icon to the left of the slider and from the menu clicking None will give solid hair which might be usable.
I've had a similar hair issue loading saved scenes created by previous versions of DS, where the hair is transparent. I was able to fix this with adjusting the vertical or horizontal offset in the surfaces tab.
the hair is not strands, its a mesh with a texture and a transparency. as MJC points out this is the nature of how it works and rendering it is the solution.
While Richard is effectively correct the hair transparency will need to be restored before rendering or it will appear as a sold mass and not be able to render with transparent "strands" that are created by the texture and the transparency map. there are exceptions to this rule but they are exceptions unless the hair is very short, pulled back or tied up.
Thanks for the help. I managed to find the opacity setting and it seems to work well!
It was a problem for me as well. Thanks a lot.
Hair may look transparent in the viewport but the issue I have more often is that it looks transparent enough in renders as well. A quick way to fix this is to remove the limit on opacity and crank it up to at least 4.0.
If it does not work in OpenGL you can try filament renderer for the viewport, it is pretty much just as fast as openGL
Or you can try this solution above