Dirtmap+volume hair 2004-05-18 - By Bernard Lebel
Back In case you don't need very detailed occlusion, I would advised using a "geometric" version of the hairs. I don't mean geometry hair, I mean a polygonal version of the hair. You'll prevent a lot of hair pulling from your head.
Cheers Bernard
-- -- Original Message -- -- From: "Andras Ikladi" <kodiak@(protected)> To: <XSI@(protected)> Sent: Tuesday, May 18, 2004 8:37 AM Subject: Re: Dirtmap+volume hair
> Ben Kilgore wrote: > > >Discovered a small glitch in dirtmap (which is a great shader): it uses the > >bounding box (or an approximation of it) of volume rendered hair in its > >shading calculations. So, you get mystery black lines across your > >dirtmapped geometry. > > > >Ben > > > > > I wouldn't consider this a glitch..dirtmap doesn't do surface shader > query, so it has no clue if it's transmat applied on your volume hair > bbox or whatever. I would replace the volume with a standin geo (or > maybe if really needed with a sparse geo hair standin maybe) for the > dirtmap pass. > > Andras > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi > --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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