So when I am using cycles in blender, every time I use an image texture for this model's hair, it turns out like this. He is supposed to be completely blonde and no matter what I add or manipulate in the nodes, it doesn't change so there is always this black in his hair.

Is there something I should be doing in particular or is it something else? Because it works for majority of the other models except a few that do the same thing, particularly the blonde ones or one's that have wavy hair.

enter image description here

These are the textures used for this model's hair

enter image description here

Thanks :) Btw I'm new to this site so sorry if I do something wrong! :/

Here enter image description here

I tried to duplicate the question "How can I setup a Material in Cycles for Z-Transparency?" and this is what I got. It's still not right. enter image description here

  • $\begingroup$ Could you include a screenshot of your material's node setup? $\endgroup$ – user7952 May 28 '15 at 13:40
  • $\begingroup$ The node setup for the image above is just simply the first image (hair _faded_straight blonde hair) and the displacement third image(hair_faded_straight grey coloured) and that's it. I've only recently started using cycles so I don't know how to use them properly yet. I don't have a file atm of my node "attempts" because I gave up, so I can't screenshot it but I pretty much tried everything available and it did nothing. $\endgroup$ – user14621 May 28 '15 at 13:49
  • $\begingroup$ Where did you input the second file? The blueish one. $\endgroup$ – user7952 May 28 '15 at 13:57
  • $\begingroup$ I've never used that one before. I've never known what it was for. I thought it was maybe volume but when I inputted it, it just made his hair blue like in the image and/or didn't make a difference to the black in his hair. I noticed it made his hair messier or scruffier looking but that's it. $\endgroup$ – user14621 May 28 '15 at 14:07
  • $\begingroup$ It's a normal map. Its RGB data maps to the X Y and Z values of the direction of the normals. Try connecting it to the Normal input of the shader(s). $\endgroup$ – user7952 May 28 '15 at 14:11