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Op 25-9-2021 om 09:04 schreef Thomas de Groot:
> Op 25/09/2021 om 02:07 schreef Kenneth:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> Following an old discussion in 2014:
>>>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.52dff97746aac96b7a3e03fe0@news.povray.org%3E/?mtop=391452
>>>
>> &moff=21
>>>
>>> I took up Robert McGregor's code to see how it could be tweaked to
>>> obtain a nice haircut.
>>
>> I love this-- especially with all the hair shadows falling over the
>> face. No
>> fakery there!
>>
>> I'm curious: In the news thread you mentioned (or maybe an offshoot of
>> it), one
>> of the ideas was to color each hair along its individual curl, like
>> uv-mapping,
>> using some clever code. I can't really discern that effect from your
>> posted
>> render, but did you do that as well?
>>
> Hmm, good question. Each mesh2 hair is uv-mapped by meshmaker when
> created, and the pigment is uv-mapped on the mesh2... so, that seems to
> be happening indeed. I shall come back about this later as I do not have
> the code at hand at the moment. What I can say though: meshmaker is your
> friend! Last year, I used it for converting parametric grass blades (Uwe
> Gleiss: Lawnmaker) to mesh2 blades.
>
Checked. Yes the individual mesh2 hairs are uv-mapped by SweepSpline.inc
(Mike Williams) which uses makemesh.inc (Ingo Janssen) to build and
write the files. All this is present in the original scene file by
Robert McGregor. I did not change anything in there, except for the hair
pigment.
Later in the discussion, I suggested to increase render speed by
texturing the whole union of meshes instead of the individual hairs, but
as I added, that would result in a far less interesting hairdo.
--
Thomas
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