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It looks promising.
I tried the same some time ago but I gave up because
rendering time was too high when the number of hairs
reached more or less real numbers.
I also used eval_pigment function to assign different
colors.
Maybe there is no need (if you don't use reflections) to
create hair on the invisible side of the object. But that
will make the logic even more complicated ;)
Gena.
Gail Shaw wrote:
> I had an idea for a hair generator a couple of days ago. It's probably been
> done
> before, but I had fun trying it out. The hair generator is given a vector
> and an angle
> and the hairs bend towards that vector by the specified angle
>
> First pic is a simple blob, second shows the hair on a julia fractal.
> Third pic shows the hair on the poser cat. For better realism, the cat could
> be split into sections (head, body, legs, tail) and the hair applied to each
> individually.
>
> All render times are under 5 min.
>
> Comments?
>
> Gail
> --
> #macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
> cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
> G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
> )G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)///GS
>
> [Image]
>
> [Image]
>
> [Image]
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