#hair / fur wish
12 messages in this thread
Gary,
I don't know what Darrel and Jeff Anderson are doing these days, because I
believe they are the particle experts, but maybe they would get excited about
doing a hair/fur ipas with dynamic properties. I'm sure they can do it. Just a
thought…
Jeff is currently working for the Valis Group, porting over the various
versions of Flo and MetaFlo from the Mac to Windows, and Darrel is recovering
from doing production work.
Heck, there ought to be plenty of people out there who can write particle
systems. (There's certainly no shortage of technical papaers on the subject.)
– G
Gary,
>> ought to be plenty of people out there who can write particle systems.
(There's certainly no shortage of technical papaers on the subject.) <<
I hope they are reading our little discussion 🙂 The dynamics part strikes me
as being the hardest part.
There's a paper on SIGGRAPH where hair is modeled as very thin cylindrical
beams, which are modeled physically, i.e., gravity has an effect on them an
pulls them down. Needless to say, they used a large amount of them to create
hair effects on human models.
Alfonso
Alfonso,
>> hair is modeled as very thin cylindrical beams, which are modeled
physically, i.e., gravity has an effect on them an pulls them down. <<
that sounds similar to Alias' method. There's also has collision detection and
the appropriate behaviour. Tricky stuff.
Hi Martin!
One programmer of our developer team has developed a fur/hair shader for
SoftImage on SGI. We`re thinking about to implement the algorithms as an 3DSR4
IPAS. But be sure it would take a lot of time to compute on a PC <g>.
Michael
>> But be sure it would take a lot of time to compute on a PC <g>.
If it runs fine on a Indigo II, there is no reason for it not to run just as
well on a Pentium.
Hi Michael
hair/fur implementation as an 3DSR4 IPAS
Send me a mail when you are done, i am interested
Chris
Michael,
>> One programmer of our developer team has developed a fur/hair shader for
SoftImage on SGI. <<
Cool. So it's not a particle system, right?
No, it isn`t a particle system in the conventional way. But it uses a lot of
SGI/SoftImage specific functions so it would take a while to port it on PC`s.
Michael
Michael,
>> uses a lot of SGI/SoftImage specific functions so it would take a while to
port it on PC`s <<
might be easier to do it natively as a particle system or sxp (preferably
particle system). I could really use hair in my current project.
Martin,
>>I could really use hair in my current project.
I don`t think that we`ll have a hair/fur shader in the next days <g>.