Home Technical Talk

Nvidia 680 - Peach fuzz

joebount
polycounter lvl 12
Offline / Send Message
joebount polycounter lvl 12
Hi guys,

We were looking at the Dawn tech demo (first video here : http://www.eurogamer.net/articles/df-hardware-nvidia-gtx-680-review) from the new Nvidia 680 and we were wondering how they managed the peach fuzz effect on the face. It looks like it's more than shader work.
Any idea? How would you create something similar ?

Thanks guys !

Replies

  • Olli.
    Options
    Offline / Send Message
    Olli. polycounter lvl 8
    could just be a tileable detail texture layer, or just a very very high rez diff/spec textures.

    atleast i dont see the hairs actually extruding from the skin
  • Rabbid_Cheeze
    Options
    Offline / Send Message
    The Samaratin demo showed that individual hair strands are possible with current tech, so I'd go with that.
  • Ace-Angel
    Options
    Offline / Send Message
    Ace-Angel polycounter lvl 12
    If you look REALLY closely, you'll see that nothing 'changes' in the outline of the model, there isn't even a small amount of hair light scatter at glancing angles, kinda like the sky, which with fuzz like that kinda has to happen ever so slightly.

    So yeah, it's most likely you standard mask with locational detail tile which is additive.

    It would, however, be cool if they showed that fuzz was a separate shader, and that their 'master' shader was calling or referencing another shader within the setup, and optimizing it instead of adding up the instruction count, NOW THAT would be amazing.
Sign In or Register to comment.