POV-Ray : Newsgroups : povray.binaries.images : hair Server Time
18 Oct 2026 03:00:12 EDT (-0400)
  hair (Message 1 to 16 of 16)  
From: Zeger Knaepen
Subject: hair
Date: 2 Jan 2002 20:46:40
Message: <3c33b800@news.povray.org>
using 64 bicubic_patches...
Parse Time: 1 second
Trace Time: 47 minutes, 48 seconds
Peak Memory used: 1251415 bytes (1.19 MB)

Pentium 3 450Mhz, 192MB RAM, under Windows XP, GUI priority: highest, Render priority:
lowest.

Not perfect at all, but I think this might be a useful technique for some
situations...
If I replace the bicubic_patches with cloth simulations textured in the same way,
maybe it
will look realistic enough to be used :)

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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Attachments:
Download 'haar1.jpg' (13 KB)

Preview of image 'haar1.jpg'
haar1.jpg


 

From: Batronyx
Subject: Re: hair
Date: 2 Jan 2002 22:27:34
Message: <3c33cfa6$2@news.povray.org>
"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in message
news:3c33b800@news.povray.org...
> using 64 bicubic_patches...
> Parse Time: 1 second
> Trace Time: 47 minutes, 48 seconds
> Peak Memory used: 1251415 bytes (1.19 MB)
>
> Pentium 3 450Mhz, 192MB RAM, under Windows XP, GUI priority: highest, Render
priority:
> lowest.
>
> Not perfect at all, but I think this might be a useful technique for some
situations...
> If I replace the bicubic_patches with cloth simulations textured in the same
way, maybe it
> will look realistic enough to be used :)


Excellent!


--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>)          // Batronyx ^"^


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From: Tony[B]
Subject: Re: hair
Date: 2 Jan 2002 22:27:40
Message: <3c33cfac@news.povray.org>
How very non-POV. :)It looks quite interesting. Care to explain more about
how you did it?


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From: Zeger Knaepen
Subject: Re: hair
Date: 2 Jan 2002 22:40:08
Message: <3c33d298@news.povray.org>
> Excellent!
tnx!

cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"I put the grrrr in swinger, baby!!"


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From: Zeger Knaepen
Subject: Re: hair
Date: 2 Jan 2002 22:51:25
Message: <3c33d53d$1@news.povray.org>
> 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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From: Zeger Knaepen
Subject: Re: hair
Date: 2 Jan 2002 23:07:22
Message: <3c33d8fa$1@news.povray.org>
> --
> ZK AKA SaD
> http://www.povplace.be.tf
> "I put the grrrr in swinger, baby!!"
hmmm, wrong sig :)

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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From: Dearmad
Subject: Re: hair
Date: 3 Jan 2002 04:15:21
Message: <3C342268.E630B96A@applesnake.net>
I actually saw someone with hair like that (well it was black) at
the New Year's party I was at...

-peter
-- 
Current obsession: "Ballet pour ma fille."
http://www.applesnake.net


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From: Jaime Vives Piqueres
Subject: Re: hair
Date: 3 Jan 2002 05:43:39
Message: <3c3435db@news.povray.org>
Zeger Knaepen wrote:
> 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 :)

  Very fine and techie trick! I figure this hair would be very handy for 
Blobman models with alopecia problems.

--
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org


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From: Zeger Knaepen
Subject: Re: hair
Date: 3 Jan 2002 08:12:23
Message: <3c3458b7@news.povray.org>
> I actually saw someone with hair like that (well it was black) at
> the New Year's party I was at...
lol :)

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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From: Zeger Knaepen
Subject: Re: hair
Date: 3 Jan 2002 08:13:56
Message: <3c345914@news.povray.org>
>   Very fine and techie trick! I figure this hair would be very handy for
> Blobman models with alopecia problems.
I certainly hope so :)

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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From: Steve
Subject: Re: hair
Date: 3 Jan 2002 13:58:48
Message: <slrna38bs2.29a.steve@zero-pps.localdomain>
That really does look good.  Keep us posted. 

--
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

 10:15am  up 87 days,  2:03,  2 users,  load average: 1.00, 1.02, 1.00


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From: Robert
Subject: Re: hair
Date: 3 Jan 2002 14:05:15
Message: <3C34ABAE.1090505@exmail.de>
absolutely great!!!

Zeger Knaepen wrote:

> using 64 bicubic_patches...
> Parse Time: 1 second
> Trace Time: 47 minutes, 48 seconds
> Peak Memory used: 1251415 bytes (1.19 MB)
> 
> Pentium 3 450Mhz, 192MB RAM, under Windows XP, GUI priority: highest, Render
priority:
> lowest.
> 
> Not perfect at all, but I think this might be a useful technique for some
situations...
> If I replace the bicubic_patches with cloth simulations textured in the same way,
maybe it
> will look realistic enough to be used :)
> 
> 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
> 
> 
> 
> haar1.jpg
> 
> Content-Type:
> 
> image/jpeg
> Content-Encoding:
> 
> x-uuencode
> 
>


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From: Josh English
Subject: Re: hair
Date: 5 Jan 2002 00:49:14
Message: <3C3693D7.917260F2@spiritone.com>
Zeger Knaepen wrote:
> 
> Not perfect at all, but I think this might be a useful technique for some
situations...
> If I replace the bicubic_patches with cloth simulations textured in the same way,
maybe it
> will look realistic enough to be used :)

It looks great. It really took 64 patches? I will have to try this
technique out for myself and wish that I had thought of it.

Josh English
eng### [at] spiritonecom
http://www.spiritone.com/~english


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From: Zeger Knaepen
Subject: Re: hair
Date: 5 Jan 2002 09:39:46
Message: <3c371032$1@news.povray.org>
> It looks great.
tnx :)

> It really took 64 patches?
yes, but with some tweaking, I think I could do it with less patches... (or
less cloth-simulations, if I use them... or just meshes, or whatever)
Right now I'm rendering a simple model of an old man with white hair, but
it's taking way to long to be useful... 14h 11m 23s and only 23% of the
image is done :(

> I will have to try this
> technique out for myself and wish that I had thought of it.
Actually I'm surprised that this technique is new to you all...  I thought
many images done with professional rendertools used a similar technique.

cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"Luckyly they included a button, right here, that'll blow the entire thing
up!"


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From: Kikiriki
Subject: Re: hair
Date: 8 Jan 2002 14:11:09
Message: <3c3b444d@news.povray.org>
Zeger Knaepen <zeg### [at] studentkuleuvenacbe> wrote in message
news:3c33b800@news.povray.org...
> Not perfect at all, but I think this might be a useful technique for some
situations...

Not perfect?  How's about my bald head?  <g>


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Attachments:
Download 'hair.jpg' (29 KB)

Preview of image 'hair.jpg'
hair.jpg


 

From: bob h
Subject: Re: hair
Date: 8 Jan 2002 14:24:55
Message: <3c3b4787@news.povray.org>
Whoa!  That's like a terribly bad hair restoration!
Just thought of where I've seen that hair before.  Was at a zoo and it was
on the orangutan.  Your photo doesn't resemble the ape at all.... except...
the orangutan had a high hairline too.


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