POV-Ray : Newsgroups : povray.binaries.images : Makehuman 1.0.0 is here! : Re: Makehuman 1.0.0 is here! Server Time
1 Aug 2024 06:21:56 EDT (-0400)
  Re: Makehuman 1.0.0 is here!  
From: Thomas de Groot
Date: 4 Mar 2009 10:44:06
Message: <49aea1c6$1@news.povray.org>
"Chris B" <nom### [at] nomailcom> schreef in bericht 
news:49ae61ce$1@news.povray.org...
>
> The macro just needs a couple of objects and a couple of vectors to tell 
> it how the object is positioned and oriented. The main object is a shell 
> that it can trim to shape to form the hairline object. This can actually 
> just be a slice of the main object or just the difference between two 
> spheres to give a shell that fairly closely maps to the skull. It uses 
> trace to randomly find hair starting positions on this object. The other 
> object is the real anatomy object that it uses to trace the hairs down 
> over. It follows some simple rules to respond to gravity, curl and stuff, 
> then it uses trace to make sure it doesn't penetrate the surface of the 
> anatomy object.

Hm. Maybe even simpler then. A Poser figure's hair is provided with a skull 
cap which closely follows the shape of the head where hairs should be. This 
can also be made quite easily for other body parts, e.g. for growing a 
beard. Using this skull cap (which exports to POV as a mesh2 object, just 
like the rest of the Poser figure) your macro could grow the hair just like 
you describe, and use trace on the main figure to find the collision points. 
Seems feasible to me :-)

Thomas


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.