How to Fix Transparency Issue with PNG Hair Textures in Blender 4.3 (Cycles)

Forum Archive How to Fix Transparency Issue with PNG Hair Textures in Blender 4.3 (Cycles)

Viewing 10 posts - 1 through 10 (of 10 total)
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  • #19626
    Jani Vagyok
    Participant

      Hello,

      I’m working in **Blender 4.3** and rendering with **Cycles**. I’m trying to create realistic hair for my character using PNG (with Image Texture) textures with transparency instead of particle-based hair. However, I’m running into an issue where the transparent areas of my PNG texture appear as solid black in the render, making the hair look unnatural.

      I have tried:

      * Setting up a **Transparent BSDF** with a **Mix Shader** to combine it with the Principled BSDF.

      * Connecting the PNG texture’s **Alpha** output to the **Factor** input of the Mix Shader.

      * Using a **ColorRamp** node to tweak the alpha values.

      Despite this, the black background persists, and I can’t find any transparency options like **Blend Mode** or **Alpha Hashed** in the Material Properties, which seem to have been changed.

      Could someone guide me on how to properly set up PNG transparency for realistic hair textures in Cycles in Blender 4.3? Any help is greatly appreciated!

      #92914
      Jani Vagyok
      Participant

        rendered_view.png

        #92915
        Jani Vagyok
        Participant

          full_transparent.png

          #92916
          Martin Bergwerf
          Participant

            HI Jani @janivagyok25 ,

            Blend Mode and Alpha Hashed are used in EEVEE.

            For Cycles, the Transparent Bounces are limited and for things like trees with many leaves, or hair cards, you probably need to increase them:

            Alpha.png

            #92917
            Omar Domenech
            Participant

              Can we also see a screenshot of your nodes? There might be something wrong there as well, so it’ll be useful to see what’s up. Man hair makes so much difference, I can’t believe that’s the same guy. Without hair he even looks like he gained weight. 

              #92918
              Jani Vagyok
              Participant

                Currently, this is how it looks. I have changed my settings to **Viewport Display > Settings > Blend Method**, and I have increased the **Light Path – Transparency** value. However, after setting it above 20, the hair starts disappearing completely.

                Here is the nodes and settings:Nodes.pnglight paths.pngUV hair.pngased transparent.png

                #92919
                Martin Bergwerf
                Participant

                  Hi Jani,

                  I might be wrong, but I don’t think the Viewport Display Settings have any effect on the Render (hence the name).

                  The hair disappearing, could be due to the thickness of the hair, in combination with the resolution of the (hair card) Image, but those Transparency Bounces should definitely be set so high, that there is no more black from too many hair card layers.

                  #92920
                  Omar Domenech
                  Participant

                    Maybe this old course can give you new insights?

                    https://cgcookie.com/courses/creating-hair-cards-for-realtime-characters

                    There’s always golden nuggets of wisdom in old courses, no matter how much the UI has changed. 

                    #92921
                    Dwayne Savage
                    Participant

                      I may be wrong, but if I remember correctly The total bounces is the max number that will be used. So even though you have transparent set to 20, blender will only do 12. I think it was mentioned in a Glass shader video on the CGC’s YouTube channel or it might have been in one of the courses here. For some reason when I think about this I see Jonathan’s face. 

                      #92922
                      Sascha Feider
                      Participant

                        Actually the transparent bounces are independent from the total max. I guess it’s why they are separated from the rest. From Blender Manual:

                        025-02-03 180110.png

                        It’s more the transmission bounces where that usually collides, because it’s easy to forget to set the total high too.

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