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Zeger Knaepen wrote:
> However, from a distance we don't see the individual hairs, so it isn't
> really necessary to render them as
> individual objects. So I made a bicubic_patch, gave it a hairy texture
> (long scaled wrinkles) that fades to transparant at the edges (using
> uv_mapping to 'find' the edges),
> and placed some of those around a sphere. I really think if I replace the
> bicubic patches with a cloth simulation, the results can be very
> interesting and maybe very useful :)
Very fine and techie trick! I figure this hair would be very handy for
Blobman models with alopecia problems.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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