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๐Ÿ—‘๏ธ ๐Ÿงต Why is hair so difficult still?

Anonymous 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 No. 959272

>>959271
She has a fat ass :-(

Anonymous No. 959306

>>959271
Because making it look good would basically be a LOT of cloth simulation

Anonymous 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 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 No. 959390

>>959271
Zelda's got a fatty!

Anonymous No. 959545

>>959307
And you think no dev ever put any effort into it?

Anonymous No. 959712

>>959271
Thatt's a pretty fat bumbum for a 16 year old.

Anonymous No. 959754

>>959545
name one game engine that supports double quaternion bone deformation out of the box.

Anonymous No. 959779

>>959754
I don't know. Does it run easily on 100 thousand bones simultaneously in real time?

Anonymous No. 959794

>>959271
is stylised, not like real hair

Anonymous No. 959797

>>959271
Because it needs actual compute power.

Anonymous 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.