๐๏ธ ๐งต Why is hair so difficult still?
Anonymous at Sat, 23 Sep 2023 06:53:37 UTC No. 959271
Long hair always looks like a floating block (pic related). Faces look awesome today, but hair is still a huge problem to get right. Why?
Anonymous at Sat, 23 Sep 2023 06:58:19 UTC No. 959272
>>959271
She has a fat ass :-(
Anonymous at Sat, 23 Sep 2023 15:22:21 UTC No. 959306
>>959271
Because making it look good would basically be a LOT of cloth simulation
Anonymous at Sat, 23 Sep 2023 15:40:50 UTC No. 959307
>>959306
I suspect the bottleneck is more dev effort than actual computational cost. I think it would be very possible to make a good looking realtime hair rig that looked decent and wasnt too heavy, but it might require a lot of fiddling and optimization
Anonymous at Sat, 23 Sep 2023 18:27:49 UTC No. 959329
To make proper 3D stylized hair, that actually looks like the 3D version of a drawn cartoon, you would need proper transparency gradients and all engines still suck at that.
Anonymous at Sun, 24 Sep 2023 06:30:47 UTC No. 959390
>>959271
Zelda's got a fatty!
Anonymous at Mon, 25 Sep 2023 16:32:40 UTC No. 959545
>>959307
And you think no dev ever put any effort into it?
Anonymous at Wed, 27 Sep 2023 04:40:55 UTC No. 959712
>>959271
Thatt's a pretty fat bumbum for a 16 year old.
Anonymous at Wed, 27 Sep 2023 13:14:40 UTC No. 959754
>>959545
name one game engine that supports double quaternion bone deformation out of the box.
Anonymous at Wed, 27 Sep 2023 17:17:18 UTC No. 959779
>>959754
I don't know. Does it run easily on 100 thousand bones simultaneously in real time?
Anonymous at Wed, 27 Sep 2023 20:16:23 UTC No. 959794
>>959271
is stylised, not like real hair
Anonymous at Wed, 27 Sep 2023 21:18:58 UTC No. 959797
>>959271
Because it needs actual compute power.
Anonymous at Fri, 29 Sep 2023 02:37:26 UTC No. 959897
>>959779
It's marginally slower than linear deform but eliminates the need for shape keys, twist bones, volume preserving bones inside joints, and various silly driver setups.