starlingblue opened this issue on Sep 04, 2020 ยท 15 posts
starlingblue posted Sun, 06 September 2020 at 4:02 PM
Thanks for the link - maybe Ill get it, but I spent too much on content already. its basically what I did, then, I guess. And this kind of works, but the collision detection is too coarse , since Bullet Physices seems to only use a "convex hull" that comes down to a rounded diamond shape for the head. It should use a finer mesh, than it would work. This would need more computation, but its basically the same as the cloth room simulation. Still possible, and reasonable. Idealy you would need a dummy for the head that has a somehwat lower resolution to save some.
It has advantages over strand hair since you need less vertices, and, in theory, you could use it in games than (as premade animations).
Id post my hair sim, if my basic hair shape was nicer modeled, but as I said I am bad a modeling, just started a few weeks ago, basically. Otherwise its quite nice actually, and you can make new hair styles easily, by letting the figur jump around and using the resulting hairshapes as morph targets...
The shape from the picture in the first pose is dynamic polygon hair.
About the bug with the toon shader: I was wrong, it is still a bug. Only happens in Firefly progressive mode. Unfurtunately, in the other mode there is also a different bug, with the same shader and outline mode. So you have the choice between two render bugs it seems.
It wouldnt be so bad if it wouldnt cost me a whole day to investigate this.