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File: Vulpes_corsac.jpg (971 KB, 1994x2935)
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What is the best technique?
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the one that uses vulkan and runs at 600fps
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>>519306

Texturing still looks like shit, time consuming and annoying. The future is hair drawn with splines rendered on a gpu.
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>>519313
>The future is hair drawn with splines rendered on a gpu.

Is the future now though?
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File: real time hair.jpg (1.42 MB, 2560x1440)
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>>519317

Slowly yes. I think by the next console generation it will be standard. I think character artists should learn all three kinds to be competitive. Sculpted low poly for mobile and online games like overwatch. Hair planes for specific engines and spline hair for aaa games.
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>>519328
>next console generation
This is *it* mate. The exclusives just weren't good enough to justify not using a PC
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>>519329

Ya, I totally agree with you. I bought a very expensive Bloodborne box. If games like Persona 5 would come to pc I would sell it now. Both consoles are set to sell 70 million tho so I think we will see one more generation.
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>>519328
For the Paragon characters they used a mix of hair planes for volume and splines for detail.
It works.
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Can we discuss the actual putting it into practice part of realtime hair & fur, less so the theory/speculation side? What is the best method of using textured fur? How practical are realtime fur shaders?
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>>519392

http://developer.amd.com/resources/documentation-articles/conference-presentations/

Look at the Deus ex presentation.



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