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How to use hair?
Hi,
For my game I need a solution for some hair. How would you guys make something similar to the hair on his helmet?
Answer by MaT227 · Dec 01, 2013 at 01:29 PM
I think that you don't need any fur shader for long hair. Those shader are not adapted for that but more for short fur or hair.
Look at Polycount Tutorials and you'll find what you want.
If you want to go further you can build a shader with a simple translucency effect with a map and some anisotropic lighting and a bit rim light.
I am almost sure that they didn't use a special shader for the fur effect but some well placed planes like @AndreiKubyshkin said.
On second thoughts, I think you're right here, assu$$anonymous$$g the hair has no motion.
But how would I give the hair a bit of motion? when he moves his head or somthing?
Then you will need a more complex shader. The problem with these planes is that they have limited flexibility. The shells method, that QuickFur and FurFX use, is less suited for long hair, but allows the fur to sway convincingly. For this kind of motion, you really need the physics simulation that FurFX supplies, or to try and create a plane mesh that can deform dynamically to simulate motion, while keeping the plane method suggested above.
I think that if you put enough bones on you "planes". You can do the animations manually and move the hair according to the walk, speedm turn etc... animations or you can control your bones with a script and affect their position based on the motion more dynamically. With some poly subdivision this will not break your mesh and will give you enough flexibility. Another interesting approach is to move the vertix of your hair mesh in the shader. With that, there are no bones. You can link a shader property to a script and affect the position of you hairs. I think that's a better approach but as @Hoeloe said it's not an easy shader.
I was thinking of using a movie texture on the hair, to give is a bit of motion, for wind and stuff.
Answer by Hoeloe · Dec 01, 2013 at 01:08 PM
A fur shader will achieve this nicely. There are a couple available on the Asset Store:
Quickfur is cheaper, but slightly less flexible. It may well do what you need it to, though long fur does begin to produce artefacts, so keep that in mind.
FurFX is more expensive, but gives you a little more content. The fur here is physics-based, which allows it to interact with the environment. I can't say for certain whether or not this has the same issue as QuickFur with long hairs, though.
As a final note, QuickFur is compatible with mobile devices, and FurFX has a separate package for mobile usage.
Answer by AndreiKubyshkin · Dec 01, 2013 at 01:07 PM
few planes or strip of polygons with texture of hair
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