How do you render good looking fur in opengl?

Started by
2 comments, last by Reverse_Gecko 22 years, 3 months ago
Im working on a program with various animals moving around, and my animals look realy non-realistic. Then i came along a few screenshots on the net: http://www.rareware.com/the_site/rare_games/new_games_digest/sfadp_digest/starfox_screenshots/sfadp_ss36.html http://www.rareware.com/the_site/rare_games/new_games_digest/sfadp_digest/starfox_screenshots/sfadp_ss37.html http://www.rareware.com/the_site/rare_games/new_games_digest/sfadp_digest/starfox_screenshots/sfadp_ss31.html these screenshots looks really good because there are individual pieces of hair, and I want to do something like that in my opengl program. So how would i go about doing that? Would it be too slow if I rendered each single hair individually? [EDIT FROM ShiningKnight] I made your links clickable Edited by - ShiningKnight on December 23, 2001 7:22:16 AM
Jeff Bland (Reverse_Gecko)reversegecko@gmail.com
Advertisement
A nice way that I have found out is to wrap a grid of ''walls'' around the animal so that they stick out. On these walls you would smack an image of hair sticking up.

If that is too complicated, you could always (if you have a very, very fast computer) put a hair-textured triangle in a display list and call it a few hundred times.

Don''t do that if you have an old 286 with a b&w monitor. =)

Yup, those pics make me glad I got a GameCube. :-)

I think Rare calculated the face normals of their model, and applied "semi-sprites" (meaning sprites that only face the camera for one axis, in this case it''d be the Y-Axis of each hair), which they snapped on perpendicularly to the model''s polygons.
It could also be an edge detection technique combined like cel-shading, except the cel-shading outline would be textured with a color-keyed fur image.

This topic is closed to new replies.

Advertisement