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> 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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