apply ubersurface material to the beard make the diffuse color closer to natural what is usual darker as you think and change the translucent color to lighter as possible , for blond - yellowish white , for brown very light brown almost like coffee with milk color
hit one spot on the side of the hair for the translucent effect , you need to turn shadows on for the light for the correct effect and the best ambient occlusion for the most realistic effect for the global lighting if you user uberlight , it is simple
hair are translucent like a colored glass fiber , I did tried before doing it and it worked wonderful .
Even using colored glass material will give you already cool effect .
Fixed material setting will not help you until you use proper light in the scene .
Btw the original uv’s allow you to make different rots-middle-tip color plus 2 color mixed for the hair tube , I don’t know 100 % if the uv’s was changed to plain or there are 2 of them, the original and edited , if there was only one plain uv’s , things will get difficult in creating other effects , I hope there are 2 choices for the uv’s , I did not own the final product , I just made the geometries, uv’s , rig and setup of the model.
I have finally started to ‘play’ with the beard/bodyhair capabilities. But I am still very much a novice and I don’t really understand the passing references to uberlight and ubersurface and so on.
Could someone write a short tutorial for dummies like me on how to realistically change the hair colours and get the most out of this package? You seem to need much more technical knowledge to use this than with the beard packages for M4. I just expected there would be a range of colours to apply as part of the package.