Realtime Hair
Wouldn''t that require SEVEN times the geometry normally needed for a standard fur bitmap texture?
It'd be seven times the number of textures and geometry versus a single flat texture, yes - but this way it _looks_ like each hair has its own geometry. 7 layers of texture involves _many_ fewer polygons than actually modelling each hair.
Edited by - rileyriley on January 4, 2002 12:32:16 AM
Edited by - rileyriley on January 4, 2002 12:32:16 AM
Well! l see everyone like to do things the hard way, but if you guys noticed? NOT ALL THE HAIRS HAVE DIFFERENT DIRECTIONS! In fact, the hairs seem to face the same direction; but in patches. Now if only there was some implementation that would do this in RT... WAIT A SECOND, TRIANGLES! (SARSCASM) And if the model''s hair seemed kinda "fake" then you could split the triangle to cover the "obvious" patches.
If lm wrong of course, then maybe you can still use voxels with a normal for hair direction but add interpolation from each vertex normal to create a smoother but a bit more costly transtition.
If lm wrong of course, then maybe you can still use voxels with a normal for hair direction but add interpolation from each vertex normal to create a smoother but a bit more costly transtition.
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