Goal: Make the head collider oblivious to the forces introduced by the key hairs
I'm getting there! Unfortunately, since the CPU calculations are slow, it's difficult to see what the true weight/speed of the movement is. So, I've captured a simulation with only 20 key hairs. Things are still a bit slow, but more coherent than the full head of hair result. Behold!
The rest of today will be dedicated to working on the Marschner shader. Methinks making a look-up table for different directions to the light source is ideal. This is pretty straight forward for the Gaussian lobe calculations; the M_R, M_TT, and M_TRT functions all take 2 arguments (the azimuth and inclination angle of the light source) and output only one value; meaning they can be combined into a single colored texture with 3 channels. There are 2 advantages to trying this texture storage technique: (1) I can visualize the flattened lobe/coloring distribution for debugging purposes, and (2) I found a tutorial on how to make a GLSL shader that assigns textures. Everybody wins! (maybe)
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This looks pretty cool. See you in a couple of months. Congrats on your offer.
ReplyDelete-Matt