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Dirtmap+volume hair

Dirtmap+volume hair

2004-05-18       - By Bernard Lebel

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Reply:     1     2     3     4  

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
>
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