Thanks for sharing! Finding the right material is my biggest problem. Seems like each different hair looks better with different shaders. Never thought about adjusting the render queue. That looks like it makes a big difference. Why did you split the mesh? Just to rename them or was there some purpose I didn’t catch? You didn’t change any of the materials on the divided mesh, just adjusted the render queue settings which could have been done just as easily on a single mesh and saved all that work in Blender.
You are correct, I made a mistake in my workflow. There are multiple materials for the hair mesh in Daz however it seems that they all use the same two textures. So when the material is split into seperate meshes it just assigns the two materials across all meshes.
What I should have done is split each mesh by material selection and then deleted the materials each new mesh didn’t require.
The effect is the same though, separate meshes give a bit more flexibility when dealing with the hair in Unity. Extra materials would have allowed for different shaders to be used in different areas of the hair. But hey ho.
Dear sir:
I read a lot of times you released this video, they taught me a lot, I was still studying. I would like to ask you, you finally let people even move the function is how to set up? Or that you use what plug-in, so that people can activities, and with the effect of the eyes.
Hello. Great tutorial, but due to some of your export settings, I wasn’t able to use it to solve some issues I’m having (I don’t have access to the original DAZ file, just the fbx and materials it spit out from whoever generated it). Wondering if you can take a look at my thread over here and offer any suggestions? Getting hair to work in unity