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File: 1443121526047.jpg (271.46 KB, 1728x1080, 8:5, blondhair.jpg)

a6fe47 No.22279

So I've seen this effect being used more and more often lately (far cry 4 and rocket league for the grass). How would I go about creating this effect in unity, its shaders right?

a7e096 No.22280

>>22279

Don't know that it'd be worth it to simulate fur in any meaningful way due to performance.

All I know is my approach would be to project transparent texture maps onto shaped polygons and fake it.

I've never managed to get proper solutions for transparent textures and depth sorting, so depending on the situation, it may come out as rough cutout edges as opposed to nice alpha blended stuff.


a7e096 No.22281

YouTube embed. Click thumbnail to play.

FurFX


a6fe47 No.22282

>>22281

I know that you can buy the effect on the unity store and I know people might see it as counter productive but ide like to create the effect mysefl. The effect looks great and I want to know how it works.


3cc169 No.22283

nigga have you looked at a dead animal in far cry 4

the fur basically fluctuates like a lsd trip


25c646 No.22535

>>22281

has problems with scale


ce5c55 No.22538

>>22279

Use a mesh of lines, apply rigid rope physics, tessellate for curves.

Very perf heavy.

This is not an easy thing to do.


ce1048 No.22599

>Shitty trippy fake fur material that strains your eyes

PLEASE DO NOT DO THIS EVER. A flat texture with a decent normal is greatly preferable to shit like >>22281

If you have to use some sort of 3D fur, look at what Bloodborne did with the Cleric Beast. I haven't spoken to a dev but it seems to use animated (or just physics deformable) planes with a texture on it. Best would of course be that Nvidia fur, but Nvidia only and I think you saw what it does to performance in TW3.

TL:DR just go with a normal texture or try replicating what Bloodborne did.


ec479c No.22620

>>22279

some examples that look ok when they are small on shadertoy, but of course they kill your gpu and will be difficult to combine with traditionally rendered scenes

https://www.shadertoy.com/view/XsfGWN


f28b1d No.22640

The answer is more polygons.

Just use a standard polygon-based rasterisation scheme. Whenever pixels outnumber objects, then object-based rendering is optimal. As much fur (or in your case grass) as you may feel is there, there are many times more pixels on a screen. So, don't bother with voxels unless you go low detail.


c8dd5f No.22780

>>22279

I did a little bit of research on this topic some time ago, i concluded that the best method is using a shader to create shells

is the easiest way to do it, it doesnt require new art and is not that expensive

https://www.youtube.com/watch?v=bOLado6aK9k&ab_channel=emmalouiselynch

http://www.catalinzima.com/xna/tutorials/fur-rendering/

i was doing a program to generate 3d flow bitmaps but i had to drop it because school


500c92 No.22788




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