I rewrote the hair generating algorithm... the previous version was simply a
flat mesh of triangles, and I wasn't happy with it. This one generates a
more cylindrical shape, and is constructed of a mesh of smooth triangles
instead (including surface normals). Only a few parameters are programmed
in so far: base diameter, tip diameter, length, number of segments, base
curl, base texture, tip texture. It assigns individual textures to each
segment that are interpolated from base to tip. The next two additions are
tip curl and scraggle. Ultimately, it will duplicate the way hair and fur
are generated by Maya (so I hope).
--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge
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