Okay, so here’s what I did:
To eliminate the demon shadow eyes, I simply inserted a sphere inside my character’s head and set it to my “shadow wig” material, which effectively cut it out.
***If you use this plan, make sure that the particle hair system is set NOT to render the emitter. If you use the character’s mesh and the two particle systems, make sure that the emitter IS checked to render.
Steps for the hair and shadow:
I forgot an important step. Before Duplicating, make sure that you use a shrinkwrap modifier to get the hair object exactly molded to the correct area of the character mesh. This should be step 8.
1: Create a plane and sculpt around the area to have hair. (i.e. the scalp)
2: Create particle system 1
3: Style particle system 1
4: Set to “strand render” and “b-line” in the render section.
5: Set number of children to be rendered.
6: Create hair material
7: Parent scalp to character armature (i parented to the neck bone since this is the bone that will control the rotation of the scalp in all directions.
8: <Shft> D to duplicate layer
9: Click “+” beside “settings” in particle system. (This creates the second particle system which will be the shadow system)
10: Multiply number of render children by .1 (i.e. 500 * .1 = 50)
11: Set new number for render children
12: Create hair shadow material
13: Set hair shadow material to “cast only” in the shadow section and be sure the “traceable” box is checked in the options section.
If I’ve forgotten anything, please let me know so I can amend the procedure. This should give you a result similar to this:
Theoretically, this should be possible with using only the character mesh, however, when I tried it, I was unsuccessful. If someone can try it and post the results, that would be great!
Again, thanks a lot, Chipmasque for this incredible work around!