the purpose of today’s post is to document my testing of the hair opacity map that I created in my last post. I am doing so in Blender cycles and I will be assigning the hair texture and the opacity map to a bezier curve.
Huh! A Bezier curve!
Yep. At the end of my post, I shall place a link to a great Youtube tutorial called “How to Model Cartoon-Style Hair in Blender | Bezier Curves.” By adding the opacity map to the curve I hope to “de-cartoon” the hair.
So here is the 3D Bezier curve that I created using the aforementioned tutorial.
So I intend to add the following two textures to this to create transparency.
NOTE: At this point, I realised that I had the directions of my textures wrong in relation to the curve and hard to rotate both clockwise 90 degrees.
So I made sure that I was in cycles, clicked on materials, and opened the node editor. Here is my configuration.
The top texture item is the hair and the bottom texture item is the opacity map. The Overlay node places the opacity map over top of the hair map and you end up with this in the Diffuse BSDF.
The combination of the Add Shader node and the Transparency node then turn the black colouring to transparent. So when I render the image I get this.
Note the delicacy of the render. Also, note how the use of the Bezier curve gives it a certain real-feel.
I came away from the testing with two observations. Firstly I questioned the use of opacity maps. Surely I could use Photoshop, GIMP or Paint.NET to make the combined hair/occlusion texture. Hey, why not even use those programs to create an alpha channel? (See my next post) The second thing that I wondered was whether I could create heavier, more robust hair.
Anyway, thanks for reading and here is the link that I promised you.