![]() It's possible if we stylized and makes hair highly coherent, like parallel to each other and using uv distortion to mock common curve destiny, then overlapping many layer of coherent hair with varying parameters, but that would eliminate the type of hair that naturally puff, unless I find a way to make recurrent raytracing of the, potentially perturbed, helix primitive. bonus round if I found a way to draw procedurally in fragments random overlapping lines, but the main issue is that hair simulation is not "local", you propagate constraints from root to tip, which makes it hard to draw infinite non random curve that overlap, every part can potentially be anywhere within the area from the radius of the hair strand length. Problem is that you don't really solve the geometry density problem. This ReShade preset, together with my texture mods below, conform the Visual Enhancement Project (VEP). Can probably handled a simplification of curly hair as position offset of a central core spline. Messages: 407 Welcome I present you a graphical improvement solution for BeamNG.drive which makes use of one of the latest versions of the advanced post-processing tool ReShade to deliver a vivid, revamped photorealistic look. Visually, BeamNG.drive raises the bar for driving-simulation games to aspire to, with an incredibly high level of. Spline need only to evaluate the bezier on a single vertex. Enjoy Stunning Visual Details in BeamNG.drive. well what I proposed above, ie drive the vertex by gpgpu simulation. Vector data are fed from a simplified low rez cloth simulation to add visual details on texture space with some parallax flair. given the scalp is "fixed" and hair has relative position to each other, use a kind of modified 3d proximity mass spring with hashed neighbor pushing, and artistic texture blending. My take is shell less though, and try to find a decent stylized abstraction that would work for puffy hair. ![]() Based on furmark I'll guess that's in shell texture space like voxel?
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