2 ms·
It probably depends on what you mean by real-time. Hair isn't something I deal with a lot, but I'm familiar with the space. It says the top model had a few hun
by chefandy 2y ago
It probably depends on what you mean by real-time. Hair isn't something I deal with a lot, but I'm familiar with the space.
It says the top model had a few hundred thousand hairs. Doing real-time flat-shaded grooming in a DCC that supported this type of generation is likely doable. However, I haven't seen any real-time hair simulation that wasn't clever shader manipulation in a game engine or the like. It's just too much geometry (including constraints and self-collisions) for the hardware we have now while simulating everything else. And then you've got to shade all of those individual hairs which wuld have a ton of surface area. It would be super resource intensive.