POV-Ray : Newsgroups : povray.binaries.images : hair : Re: hair Server Time
16 Aug 2024 18:16:50 EDT (-0400)
  Re: hair  
From: Zeger Knaepen
Date: 2 Jan 2002 22:51:25
Message: <3c33d53d$1@news.povray.org>
> How very non-POV. :)It looks quite interesting.
tnx

> Care to explain more about
> how you did it?
hmmm, I'll try :)  It's actually very simple.  The problem with hair simulations is
that
it's very slow because there should be many object (one object per hair).  However,
from a
distance we don't see the individual hairs, so it isn't really necessary to render
them as
individual objects.  So I made a bicubic_patch, gave it a hairy texture (long scaled
wrinkles) that fades to transparant at the edges (using uv_mapping to 'find' the
edges),
and placed some of those around a sphere.  I really think if I replace the bicubic
patches
with a cloth simulation, the results can be very interesting and maybe very useful :)

It still isn't very quick, but the placement of the patches isn't really optimized in
this
image.  I believe that if I placed the patches by hand, only where they are needed,
and
used a simple non-transparent texture where you can't see the edges of the hair, it
would
take about 20 minutes or less to render acceptable hair...

cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"I put the grrrr in swinger, baby!!"


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