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Unfortunately at this point it does take a bit of memory if you use a lot of
hairs, but I am looking into ways of reducing that. On the other hand, I
have run my tests with maxxed out settings... for example, the number of
segments has been set to something like 100, meaning each hair has 1200
triangles. Also, I used separate textures for each triangle which chews up
memory pretty fast. If you drop the number of segments and use a single
texture for the entire hair, then it's no more memory intensive than, say,
Gille's makegrass.
--
Doug Eichenberg
www.getinfo.net/douge
dou### [at] nlsnet
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