First, that requires that you also set alpha falloff or it won’t really do much.
Second, in 3.1 this does nothing as it’s been disabled. Use the alphaDiscardThreshold material parameter instead.
In that last pic, is his head supposed to look transparent like that? It’s hard to compare pictures that are taken under different conditions so sometimes it’s worth explaining what we should have expected.
It is not a big deal . Not JME’s fault at all . I used this online editor to make some part of my texture transparent . I increased threshold a bit more and that caused this problem . It can be fixed if I decrease threshold .
Now I know why the hair and facial hair in Starcraft 2 look so bad. ^^
I always thought they use a 1 bit alpha channel, but most certainly they use this alpha threshold.
If some lower frames per second are okay - you might render this guy twice:
First you render him to the Opaque bucket with alpha threshold = 0.999999.
Second render him to the Transparent bucket which will add the hair (and other transparent parts).
To further improve that, you could make use of a custom shader which uses the ‘discard’ operation:
In the first render you discard() every pixel that has alpha < 1.0
In the second render you discard() every pixel that has alpha >= 1.0