POV-Ray : Newsgroups : povray.general : Human Hair : Re: Human Hair Server Time
13 Aug 2024 21:24:45 EDT (-0400)
  Re: Human Hair  
From: Robert Dawson
Date: 18 Jun 1998 13:49:19
Message: <01bd9ae2$9b6a4000$1c8eb88c@rdawson>
Sam Minnee <smi### [at] paradisenetnz> wrote in article
<3588D33C.6BD928D6@paradise.net.nz>...
> Any thoughts on how to do decent human hair, and not stick-on-your-head
> type haircuts - Long hair and stuff too.

	You could start with bumps scaled very small in one or two directions,
then add turbulence. To get a smooth, wavy turbulence, scale small, use the
warp version, and scale back up again. Use phong or specular, and
"metallic".

	bumps scale <0.0001,1,1>   {a scraped-back straight-hair look) 
		scale 0.1
		warp{turbulence 1}
		scale 10

	(play with the numbers, this is untested)

	You might also try a radial normal with very high frequency to get the
"whorl" effect; or use several normal_maps, each including the previous
one,
to give the effect of layers.

	You could do bangs, loose ends, etc. with a surface (bezier patch?) whose
pigment varied from clear to hair_color abruptly with high frequency and
some large-scale turbulence. Careful anisotropic pre- and post-scaling
could create density changes without upsetting the parallellism. 

	-Robert Dawson


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