Hi guys I have a hair model I'm doing and it just looks better if I turn off the ability to recieve or cast shadows. When it can cast shadows it looks wierd since it casts shadows on itself
It needs to be able to cast and recieve shadows so I'm lost. If I could somehow make it not recieve its own shadows then that would work. I don't know if a translucency map would fix it.
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If you're rendering, you could set up a separate material for the hair, and tweak the Self-Illumination a bit so the shadows aren't so dark.
You could also make the hair a separate object, then tweak the Object Properties so it isn't self-shadowing.
@Eric I'm rendering but want to keep game engines in mind. I'll try turning on the Self-Illumination, I think that will help. The hair is a separate mesh with separate mat id. A translucency map may help too if I can make one.
Do Self-Illumination properties export to game engines?
If you want game-like materials, set your viewport to DirectX and use a shader:
http://wiki.polycount.net/CategoryShaders
Secondly, play around with Ambient, that is your best solution so far, since Transparency in standard materials in Max don't have scatter properties for light transmission, etc in a way that would make hair feasible.
You could try looking into Mental Ray, that is you best bet if you want to have access to some fancy shaders inside Max.
Self Illumination could also work, but if you character as much as enters a dark place, you will notice the hair glowing, since it won't be tied to your Diffuse color like the ambient.
As far as I know, most engines don't keep your material properties and you need to apply the specific ones in your engine or create them (UDK, Unity, etc). At the same time, some engines offer plugins (like CE3, GameEmbryo, etc) that allow you apply their specific materials in Max, which is exported as code, but again, you'll be limited to what the engine allows or what it requires out of you, not any material from Max.