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> Very nice!
tnx :)
> I can see that you too have figured out that one important trick to simulate
> fur is using "dark highlights". :)
thanks to your fur-texture :)
Another important thing is a bit of fuzziness at the edges. That's the only reason
I'm
using shaders instead of just textures...
Problem now is that it's not suitable for animations, because the structure of the fur
doesn't move along with the object. I can change that by not using the actual point
as a
parameter for the noise used, but the uv-coordinates. However, if I did that, the
shader
couldn't be used for objects that have no uv-coordinates (like isosurfaces)...
Anyway, for stills and distant objects, I think this is a good enough fur-shader :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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