Since people requested it here's a little breakdown for the fur on my helmet (and furry balls)
It's not really revolutionary in any way and it's largely based on the Ryse moss tutorial.
and on a serious note i love how it actually looks soft , something thats hard to do with realtime renders. i tried this technique on my orcking about a year back but didnt get as nice of a result as you did. thanks for the nice writeup of how you did it
Thanks guys! Yeah there's definitely going to be some issues if you're using this technique in a deferred renderer. Marmoset seems to handle it fine but it's probably not going to work very well in UE4 for example (for now).
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Well done, it's perfect !
Thanks for the breakdown!
and on a serious note i love how it actually looks soft , something thats hard to do with realtime renders. i tried this technique on my orcking about a year back but didnt get as nice of a result as you did. thanks for the nice writeup of how you did it