Those white bleeding pixels are visible only on particular angles.
The hairs are made using alpha map, I checked the diffuse and alpha maps, there are no white surfaces next to those hairs. That white pixels seems to appear on the very edge of the model.
I can see this effect on both stock and my own shaders. Is there any way to filter it?
Can we see what the atlas looks like or is that too proprietary?
It just reminds me of texture wrap… though if it’s an atlas then you can probably turn on clamping instead of wrapping and eliminate that as a possibility.
And depending on which version of JME you are using, texture wrap is on by default… so make sure to turn that off because it’s undesirable in this case. Depending on how your hair is oriented, you could be picking up bits of the grey from the left side of the texture because of wrapping.