IMO hair cards are a waste of time on anything that isn't similar to long human hair (ie thin, long and shiny) What you see in the image below is fundamentally a fin and shell based system on PCP and is the correct way to approach anything that requires large areas of dense fur.
This old nvidia paper probably explains the system best. It's worth noting that this is a very basic implementation and more modern implementations both perform and look significantly better. if you're willing to author the shells and fins manually it would be fairly trivial to get it working in unreal although it's…
Hey @Starboxx , I actually ended up finishing out my tiger using fibermesh baked in Toolbag. I had the exact same issue you described with the back facing normals, however I was able to solve that. I do not believe outputting splines and converting to geo from any other kind of fur simulation app would give a different…
So, i managed to get a descent result with Zbrush fiber mesh, wich is the pic below. (This is just bent normal, which seems to get better result than a simple normal map, plugged in detail normal and the albedo from vertex color of the fibermesh - flat rough & spec values). Groom is far from optimal but this was just a…
Here's a relevant fur workflow reddit thread I'm beginning to dive into the realtime fur rabbit hole. Looks like the workflow is leaning towards in engine shader/spline builds. I'd love to see how Planet Zoo built their fur shader, the models turned out great. Have you all found any successful workflows?
I have little experience with offline rendering in Maya and will be looking into this further, but I have a few basic ideas on how I could derive some texture maps for animal fur using xgen. 1. Setup and groom the fur, render with Arnold, and right now I know that I can render an AO pass, and I assume a flat color as well,…
gFur looks really nice. I think I'll check that out. I didn't think you get get actual silhouette changes from a shader like that. May be really useful for long fur animals. I think fur cards would still look the best, but maybe rigging and animating an animal with 100k+ tri's worth of cards wouldn't be as simple or…
Thanks guys. Yeah that stuff is still a bit over my head so I have to put some time aside to research it. I haven't had a strong need to get into the offline rendering stuff so whenever I hit a big wall with it I just put it off for later. But this method of making fur is something I'll definitely revisit so I'll have to…
Welp, i am looking exactly into the same thing as you are. For now, i haven't tried to groom my animal in Zbrush beceause i don't really like the fibermesh beceause i think it always look too fake. What i have done is to groom in Zbrush, then export the geometry (so far i've managed up to 60M polys) and bake in Marmoset,…