What I meant was that I could get the color back you want, but the material itself will never be physically correct for the use case you have mentioned, because the BRDF is inherently not made for triangles/cubes/spheres. What you had in XB1 had the correct color, yes, but because of the nature of this BRDF, there's no guarantee that the material will give you the result you want. Especially if we are talking about melanin/pheomelanin, these parameters are a inverse mapping of the reflectance data acquired for individual hair fibers, so using them on anything else will yield unexpected results.Notiusweb wrote: Otoy - give us a hair mode where we can use it for opacity based hair on a simple primitive mesh.
Because I say to you now - you had exactly this in XB1, as I showed, I could get the colored box.
It was just we didn't have (1) the ability to control reflection or (2) an opacity map.
Add a mode where we had what we had for color in XB1, but with the opacity and reflection control.
Instead of using the hair BRDF for the cool factor in the wrong use case which would give unexpected reflectance/transmittance in all sorts of edge cases, I really recommend you to use what would provide better + expected result (universal material / layered material).