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 POV-Ray could auto-calculate UVs on sphere_sweeps at render time, that would
be the optimal solution to this... maybe a simple patch can fix it.
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www.McGregorFineArt.com
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