now we are getting into the nitty gritty of things, we can use high poly meshes to create very complicated hairdos, the only limit is the poly count, we can do variable colors on single strands, color gradients on hairs, which opens up a lot of realism possibilities, from just color difference to making a nice looking soft root. we can add or remove single strands of hair, adjust pokethroughs from the hair. apply all kinds of modifiers to the hair, from kink to clumping to parting. and since its all based on splines, i can do a lot more thing i could within 3ds max.
this is one of the things i was actually kind of scared to start with in blender. but it was worth it to sit and go through all this, so now we can do nice hairs in blender to.
now i need to get some sleep....