I don’t quite understand how hair cards work for real time rendering in game engines. Can somebody please explain how a polyplane translates into hair in a game engine?
Does it work the same way grass does? Where you have some geometric planes with an applied opacity map? (If that is even correct...)
I ask because I used 3DS Max Hair and Fur Modifier to create guide splines for fur which I used for Vray renders. I want to render fur in real time though. Can I perhaps convert the splines into
Polyplanes? After that I’m not quite sure what to do. I want to use the asset with fur in CryEngine.
Any guidance/explanation would be appreciated. Thanks!
Replies
However what i have seen most people do is generate hair clumps, which then get baked to polygons with an alpha map.
With these textures already baked you then create your actual hair using polygon strips.
Maya has tools to create spline based hair and convert it to polygons.
https://youtu.be/1Fs6rle_IbE
There are ways to do it in Zbrush as well.
https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
Here is how they set up some character specific shaders in UE4 by Epic.
https://youtu.be/toLJh5nnJA8