Hair Clumps Problem

I have a problem that I can’t find a good idea on how to solve this
I have a node setup for my hair clumps and at the same time I have low and high poly from the same hair clump that I wanna bake details from the high to the low…the shader node needs each hair clump to be separated (I mean that I need the uv’s to be overlapping) because I have in the shader setup transparent tips so I can’t join all hair clumps and uv them together(I have to join them together in order to be game ready) so some is gonna take transparent and some are not…and If I did that and kept them overlapping one on another I’m not gonna be able to bake each clump with separated details acoarding what each one of the highpoly hair clumps have of details so how can I merge the bake with the shader texture when the UV’s can’t meet together is this possible by anyway? lemma know If anyone have an idea on how to solve this
Edit: everything is tottaly fine to unwrape all clumps in the same uv mape except for the transparent ends only and that’s the problem

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Don’t fully understand the issue but if you want to bake the transparency as a black and white image. So again plug whatever you are using as transparency and make it as a color. Then bake the diffuse of that so you should have a black and white image. Then plug the image into the alpha for transparency

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that’s not exactly what I meant Ig I didn’t explain the problem well but I fixed it…the bake needed all hair clumps to be in one uv map not overlapping…the shader needed all clumps to be overlapping with full size uv map for each clump of hair to catch everything from left to right…They won’t work together!! each way needs a certain way of uv mapping …my Highpoly had justcrease lines along each of the 4 sides of the hair clump so I choosed to use the shader uv map way and just do that creases in the shader it self (no 100000 meshes no 100000 image tectuxers just one shader converted to image textures with clean mesh and joined clumps in one peice to be game ready) and the setup was soooo simple and I pluged it to the texture coordinate UV to flow with each clump’s direction easily and voilà

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