Why is it sometimes hair on a character can appear really super thin once rendered? Looks like the hair was thinned waytoo much and you can see individual strands with large gaps between each other.
It could be the way the render engine is interpreting the opacity map. You could try turning the opacity down a bit (increase the number, 100% is no opacity)
Why is it sometimes hair on a character can appear really super thin once rendered? Looks like the hair was thinned waytoo much and you can see individual strands with large gaps between each other.
What hair exactly, and what figure is it fitted to. Can you also please post an image of what you are seeing?
Then the map is not being correctly 'corrected'. Gamma should be 1.0 for all control maps...you can check this by clicking on the image in the Cutout Opacity slot in the Surfaces tab and clicking on Image Editor. With gamma set at 0, Studio will guess as to what it should be...and for control maps, it should not be 'corrected' (that's what the 1.0 means, in this case)l. But it will guess based on the location AND the header info in the file. If that info says the image is an RGB image (color) instead of greyscale, it will most likely guess wrong.
Common problem for Iray. There are a couple of third-party add-in products that replace the textures and transparency maps and make them more Iray-friendly. My goto for this is the UHT hair add-in by Slosh, available here.
You could also manually "thicken" the hair by creating and/or repainting any texture and trans maps. The add-in products don't do anything you can't do yourself, but they make it simpler -- basically click-and-render.
Comments
It could be the way the render engine is interpreting the opacity map. You could try turning the opacity down a bit (increase the number, 100% is no opacity)
This should make the hair appear thicker.
-.
What hair exactly, and what figure is it fitted to. Can you also please post an image of what you are seeing?
Then the map is not being correctly 'corrected'. Gamma should be 1.0 for all control maps...you can check this by clicking on the image in the Cutout Opacity slot in the Surfaces tab and clicking on Image Editor. With gamma set at 0, Studio will guess as to what it should be...and for control maps, it should not be 'corrected' (that's what the 1.0 means, in this case)l. But it will guess based on the location AND the header info in the file. If that info says the image is an RGB image (color) instead of greyscale, it will most likely guess wrong.
-
Common problem for Iray. There are a couple of third-party add-in products that replace the textures and transparency maps and make them more Iray-friendly. My goto for this is the UHT hair add-in by Slosh, available here.
You could also manually "thicken" the hair by creating and/or repainting any texture and trans maps. The add-in products don't do anything you can't do yourself, but they make it simpler -- basically click-and-render.
Out of Touch has an iray hair shader set to that i love over in his rendo store:
OOT IrayPair Hair Shaders for DAZ Studio & OOT IrayPair Hair Shaders for DAZ Studio expansion
I get some really decent renders on even old gen 4 hairs with it.