In the hair
Round Up thread I was surprised to see the SlideNormalThief script being used in one video. It was at the very end of the work, aligning all the hair normals to a blobby shape that resembled the hair's silhouette.
Was this used to permanently fix the problem of intersecting hair cards, much like people use this script for foliage? Even though this was something to be put into TB2, I rarely see people doing this. Why is this so?
Also, while I'm talking about this script, I'd like to point out to anyone interested that supposedly there's a newer better version of it made by Noors.
Replies
http://wiki.polycount.com/wiki/Transparency_map#Sorting_Problems
Also, do not answer if this is too big of a tangent, but on the topic of alpha blending methods, I have a hard time relating which method is being applied in which app with so many names. Alpha testing, in other apps like TB2, is known as Cutout, while Alpha-to-coverage would be Dithering?
Here's foliage with bent vertex normals, you would get similar results with hair.
http://wiki.polycount.com/wiki/Foliage#Vertex_Normals
A little further up on the Transparency Map wiki page, a few of the alpha methods are explained. After reading that, if you don't understand how they're different, then feel free to ask again.
@AtticusMars Interesting, thanks for the input. Would you use this technique too for more extreme cuts, like curly hair or ponytails?
Kinda subtle, but before each polystrip gets it own local bit of lighting, while after the lighting is wrapped a bit more around the whole head. It's just spreading out the lighting response.
Alpha-to-coverage is similar to alpha test, but it's multi-sampled to create a softer result. It gives you 9 or so levels of transparency, which isn't all that obvious if the screen pixels are small, but more obvious as the resolution drops.
Alpha blend uses 256 levels of transparency, and has all kinds of sorting problems. Alpha-2-coverage avoids that, at the cost of performance and some dithering artifacts.
I believe you're correct in explaining why the hair looks better; I couldn't describe exactly the changes. I'll eventually make some tests and see for myself, but would you say altering these normals may conflict with stuff like anisotropic highlights?
Still, I wonder why I do not see this being used more often. What's more, I see some haircuts that should run into shading problems where the hair cards are intersecting each other (pic below), but the end result looks just fine. Shouldn't it look bad, since the vertex normals are not being altered?