As soon as you add hair particles, render times go to absolute shit. Thought all the CUDA faggotry would have fixed that.
there are certain plugins for UE4 that allow you to do that, but they are extremely expensivecan't remember where iv seen it
>>639506>how to detect if a ray is intersecting a triangle>wew calculate barycentric coordinates done>how to detect is a ray is intersecting a Bezier curve in space with a radius>uhhhh
good composition all the same.
>>639506What software you using that still does hair particles and not openVDB?
>>639506Because CPU aren't working on nuclear energy.
>>639636>rendering on CPU
>>639571>type of particle vs a storage format for volumetric datawhat did she(he) mean by this?
>>639750I can only assume she (he) was thinking of using volumes as collision guides for hair curves, to push hair outwards from the mesh and such.
>>639747Industry still uses more total CPU hours for rendering than GPU time.
>>639750>>639753 You guys need to poke your heads out of Blender more often. VDB's are a type of Voxel data that are more efficient than traditional representations of Voxel data. If you ever seriously studied portraiture you would know that the key to accurately representing hair is to treat it as a volume, not individual strands. The way lots of feature films handle hair now is advecting the hair curves through volume data, and rendering the curves as volumes.
>>639765i'm not disputing the method, it's just inaccurate to refer to the method with the name of a storage format.here's a cute cat for your trouble.
>>639769It's not just a storage format.
>>639765>rendering the curves as volumes.Are you sure about that? I know that volumes can be used to advect hair guides, but hair is sent to the renderer, as far as I know, either as curves or meshes created from them.
>>639773Curves can become volumes. Atleast in Houdini they can.
>>639777That's not how it works for hair, in my understanding. Mantra can take curves with radius and other attributes, and render them directly, or take meshes made from those curves at the time of IFD generation. I don't know about other renderers, but I highly doubt they use volume fields for representing hair as it's intended to look in the final render.
just fake it with postwork
Honestly any time I see a game with hair or fur physics it doesn't look like hair or fur, it looks like a programmer's understanding of what it might look like
>>642017Mind the hardware limitations.
>>639754yeah because it takes longer shithead
>>642115Yeah, the fact that some shots may take more than 32 GB in RAM doesn't have any weight.
>>642122Every worthwhile GPU renderer has out-of-core memory systems, the VRAM argument is dead.
>>642502Not all render plugins that run on CPU are necessarily supported on GPU