POV-Ray : Newsgroups : povray.binaries.images : A head full of hair : Re: A head full of hair Server Time
29 Nov 2022 05:29:26 EST (-0500)
  Re: A head full of hair  
From: Thomas de Groot
Date: 25 Sep 2021 04:27:09
Message: <614edd5d$1@news.povray.org>
Op 25-9-2021 om 09:04 schreef Thomas de Groot:
> Op 25/09/2021 om 02:07 schreef Kenneth:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> Following an old discussion in 2014:

>> &moff=21
>>> I took up Robert McGregor's code to see how it could be tweaked to
>>> obtain a nice haircut.
>> I love this-- especially with all the hair shadows falling over the 
>> face. No
>> fakery there!
>> I'm curious: In the news thread you mentioned (or maybe an offshoot of 
>> it), one
>> of the ideas was to color each hair along its individual curl, like 
>> uv-mapping,
>> using some clever code. I can't really discern that effect from your 
>> posted
>> render, but did you do that as well?
> Hmm, good question. Each mesh2 hair is uv-mapped by meshmaker when 
> created, and the pigment is uv-mapped on the mesh2... so, that seems to 
> be happening indeed. I shall come back about this later as I do not have 
> the code at hand at the moment. What I can say though: meshmaker is your 
> friend! Last year, I used it for converting parametric grass blades (Uwe 
> Gleiss: Lawnmaker) to mesh2 blades.
Checked. Yes the individual mesh2 hairs are uv-mapped by SweepSpline.inc 
(Mike Williams) which uses makemesh.inc (Ingo Janssen) to build and 
write the files. All this is present in the original scene file by 
Robert McGregor. I did not change anything in there, except for the hair 

Later in the discussion, I suggested to increase render speed by 
texturing the whole union of meshes instead of the individual hairs, but 
as I added, that would result in a far less interesting hairdo.


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