From the Paragon character stream:
As was explained in the stream, artists used 3DS Max to output a texture of the hair with each strand having a random greyscale value. I am finding it extraordinary difficult to do this. I use Hair and Fur with a VRay material and a VRayHairInfoTex node set to “random per strand index”, but that doesn’t work. Can we get any insight on how this was done for Paragon, or alternatively, if someone else knows a different way of doing this?
Thanks in advance!