![]() It's possible if we stylized and makes hair highly coherent, like parallel to each other and using uv distortion to mock common curve destiny, then overlapping many layer of coherent hair with varying parameters, but that would eliminate the type of hair that naturally puff, unless I find a way to make recurrent raytracing of the, potentially perturbed, helix primitive. bonus round if I found a way to draw procedurally in fragments random overlapping lines, but the main issue is that hair simulation is not "local", you propagate constraints from root to tip, which makes it hard to draw infinite non random curve that overlap, every part can potentially be anywhere within the area from the radius of the hair strand length. Problem is that you don't really solve the geometry density problem. Can probably handled a simplification of curly hair as position offset of a central core spline. Spline need only to evaluate the bezier on a single vertex. well what I proposed above, ie drive the vertex by gpgpu simulation. Vector data are fed from a simplified low rez cloth simulation to add visual details on texture space with some parallax flair. 2017 Liveries for project airbus a380 and a319 sharklets. More than 8,000 customers have chosen WM to create terrain for AAA game titles, visual effects, or their own artwork We are playing with the multiplayer mod. given the scalp is "fixed" and hair has relative position to each other, use a kind of modified 3d proximity mass spring with hashed neighbor pushing, and artistic texture blending. All scenery and livery enhancements on our platform are free to download and can be easily. My take is shell less though, and try to find a decent stylized abstraction that would work for puffy hair. Based on furmark I'll guess that's in shell texture space like voxel?
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