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While working on POV-Ray "filters" I found another
idea for hair - to use cylinder blobs which are perpendicular
to the surface normal. In this case you will get more smooth
surface with just relief of hair instead of separate hair.
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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