hello my friends
as u know for game character we should make the haircard for our character in game,but i have seen nvidia hairworks,it really great
im wondering why every one still are using haircard for character to use in game engine instead of using nvidia hairworks
tnx
Replies
the reason i asked this question was this actually:
is hair card creation method for game asset an old method and these days we should learn new methods like nvidia hairworks or even new hair system that allow us to bring hair directly from dcc app to unreal or hair card creation still will be the best?
tnx
For something like a bear's body you want to be using a volumetric fin and shell approach, for longer, specific shaped strands you will want something card based.
- Everyone (broadly) knows how to do it
- It's very, very simple to implement
- It's cheap
If you look at it pragmatically hair cards are a shit representation of hair that we've been using for what, something like 15 years now? Spline-based approaches are basically just better, although they are more complicated and take more time to put in place. In 10 years time I expect most big-budget titles will be trying to use tech similar to TressFX / Hairworks etc. Unreal's new hair tech is a good example that the high-end graphics part of the industry is moving in this direction.i think in future hair card solution will be obsolete and out of industry and spline bases would be there instead,am i right?
does for long time in future hair card method still would be used by 3d artists?
I think hair card method will still be used for some time, I don't know how long. Probably some games will always use it.