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Styling an animal requires absolute and total control of each and
every parameter of the fur.
To gain that kind of control, FurDesigner uses the UV parameters of the surface in a way that allow it to bend a hair around the different U and V axis as defined by the way the model is build. So the system only grows hairs on Patches and NURBS, because polygon surfaces don't have the nessesary UV information to make the styling doable. If you consider a default Softimage|3D sphere, the U mapping starts
at the top (where all the lines meet) and the V mapping is basically slices
into the sphere. So if you bend the hairs along the U axis the hairs
will point up or down, and if you bend the hairs along the V axis the hairs
will give a spinning pattern around the sphere, when seen from the top.
A polygon model dont have the same information, if I were to build hairs on a polygon model, you would have 3 parameters, direction on X,Y and Z, which could work, but not give sufficient control to style the fur probablty. |
The fur on the Polar bear images
consists of 834.000 individual strain of hairs. Each hair consists of 15
segments, and each segment has 8 polygons to it. That is a total of 100.080.000
polygons......
Imagine rendering that model in Softimage? A model for one frame would be 1.2 Gigabyte data (without color information, texture mapping and so on)....... I guess thats why nobody did a hair-by-hair rendering system before.... Now, how is it possible to render that kind of data?
The solution was to do the hairs as a particle animation, and thats excatly what the renderer does.
Bla bla lba, more info here. |