Posted 07 October 2004 - 07:44 AM
edit: I'm cheating shadows at the moment by darkening the roots. There is a zdepth shadow as well, but I don't think it contributes too much to it.
Turntable coming soon.
Posted 07 October 2004 - 08:26 AM
would be interesting to see the skin shading without the hair...
could you post the same frames without fur?
the darkening at the roots is a good trick to use.
very good stuff.
Posted 07 October 2004 - 08:59 AM
I have a skin surface underneath that's basically a very dark clay shader. Once I have the texture painted then I'll probably use that.
The good thing about a horse is that the hair is pretty short and very close to the skin, so you hardly ever see the skin unless you go up close and move the hairs about. Cleverly, I won't be doing that .
Although I'm going to have to come up with something for the eyes and mouth.
Posted 07 October 2004 - 01:15 PM
Posted 08 October 2004 - 08:14 AM
There is still a slight amount of noise in the fur, but I'm sure it will go away if I turn up the shading quality a little more.
This turntable has shown some issues in the geometry, so I'll be fixing those today.
Posted 08 October 2004 - 03:09 PM
Gotta blend the mane in with the neck a little better.
Posted 08 October 2004 - 11:36 PM
I hope they will help you to make that horse look really " kick ass ".
Posted 09 October 2004 - 07:42 AM
Thanks for the comments. I was thinking yesterday that he's a little fluffy too.
I did kinda decide that I don't want him looking too much like a real horse. He does have a human body, so its definitely not a real thing I'm trying to replicate here
Having said that though, some pictures would ber great for reference.
Posted 10 October 2004 - 08:07 PM
I was going to say Point Clouds with Subsurface Scattering which is what all the major studios seem to be using when I was at the 2004 siggraph Hair/Fur Course. They basically showed what really made their hair look realistic was the subsurface scattering. Man what a difference between that and normal shading procedures I saw sold after that on SSS.
P.S. By the way your fur is looking really good.
Going for my MFA in Animation at UGA.
Posted 10 October 2004 - 10:06 PM
I work on fur sometimes. I used the displacement from the "line as tube" you talked previously. Thats really great.
I have not read yet all the references you talk about (stuart little,...) but i'll do it.
I have looked at the R&H cat fur explanations, using DeepShadows map. Is it a way to generate that kind of map with mantra ? I guess this a renderman feature ?
I play around the "fake fur" rendering from B Goldman (1997)
I'de like to know what you think about it ?
The opacity method is what i hack in my own shader. I very quickly see how it improved the fur but i don't understand how to have an optimal setup for the probability setting "number of hair in a sample region" & "local density of hair". Any clue ?
the result i've for now:
Posted 05 November 2004 - 11:22 AM
It talks about the tinted secondary specular that occurs in (mostly blonde) hair and the transmited light. The paper is a little, er, dense, but I wonder if anyone has tried out this paper yet?
++odforce guy, and supervisor @ r+h, jiversen-at-rhythm
odforce g+ page: https://plus.google.com/103473736257525043693
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