Does anyone know how I could go about baking cross-sections (could just be alpha masks)? I was inspired by how SotC did 'volumetric' fur, and I'd like to try making an 8 layer (16 tri) tileable patch based off of cross-sections taken from a high-poly patch of grass.
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Set your ray distance to 0 if you really want 2d cross sections.
16 tris, 1 8bit Gray-scale 512x1024 texture, no shadowing; uses diffuse, spec, and opacity mask; there are 4 patches of grass
I did a lot of work with volume textures a couple years ago. In Max you can generate these easily from geometry, using an Ortho camera pointing down, animating the near/far clips, and rendeirng a sequence. Or you can use a Boolean, moving two "cut" operands down to reveal the slices you want.
More techniques.
http://wiki.polycount.com/HairTechnique
I'll probably keep working on this afterall, but this time I'll include fins, add some layers, adjust the material to look more like grass, vert paint so that I can add color variation to the tops of the grass, darken the bottom layers, and add wind to move the top layers slightly.