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On 11-2-2014 0:14, Robert McGregor wrote:
> Here's a more complex example using path splines grown from 5000 root vectors.
> Each root was randomly traced onto a simple base surface mesh, generating 5000
> lightweight (300 polygons each) UV mapped mesh2 hairs. Each hair has a unique
> texture - a random variant of the same dark magenta roots and light yellow tips
> color palette as my previous example.
>
> It's slow to render, but it looks good. Source files posted in p.b.s-f
If the texture was applied to a bunch of hairs instead of individual
hairs, would that not speed up the render? Otoh, the result would be
more artificial I guess...
Thomas
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