A simple fur shader ported from the orange book GLSL examples.
Wish list / todo: -Add gravity & forces -Add some sort of anti aliasing filter
Very cool!
Nicely done port.
I like the way that the object [actually replaced the teapot with a cube, BTW] layers up sweetly.
I'm going to be publishing up the shaders other inputs, they do look like they'll be fun to tweak.
Thanks for sharing.
Thanks everyone. I really like the technique of using shells to create fur / hair or grass materials.
More info can be found here: http://www.xbdev.net/directx3dx/specialX/Fur/index.php
(Unfortunately the shader examples would need to be converted to GLSL 1.1)
This composition does reveal the problem with the GLSL patch's input ports not updating when inside of an iterator. It's cool that using the iterator variables/math seems to get the input port to respond to a change.
Wish list / todo:
-Add gravity & forces
-Add some sort of anti aliasing filter
Very cool!
Nicely done port.
I like the way that the object [actually replaced the teapot with a cube, BTW] layers up sweetly.
I'm going to be publishing up the shaders other inputs, they do look like they'll be fun to tweak.
Thanks for sharing.
Thanks everyone.
I really like the technique of using shells to create fur / hair or grass materials.
More info can be found here:
http://www.xbdev.net/directx3dx/specialX/Fur/index.php
(Unfortunately the shader examples would need to be converted to GLSL 1.1)
This composition does reveal the problem with the GLSL patch's input ports not updating when inside of an iterator. It's cool that using the iterator variables/math seems to get the input port to respond to a change.