OK, even though it is my exams, I still sit down every so often and play with Blender for a bit of relaxation… whilst messing around, I decided to try and simulate fur… The aim was to just make static fur - non-animatable… After trying the fiber script, and beast, and getting OK results, i decided to take an alternative approach.
I tried to produce the fur using blender’s internal materials editor, and I achieved success to some extent. I looked at the Halo button, and tried a few settings with that and applied it to an object. The results are below:
I know it is not perfect, but I find this quite interesting, that such a powerful and developable (if that’s even a word) feature has been discovered. I say discovered, as I have never seen it before. If this is old news, sorry, ignore this post.
Basically, with this, we have the ability to assign an actual fur material to an object and render it, hence making life much easier for us all - but unfortunately with no animation. The bright spots in the middle (basically where the verticies are), should be easy to remove, with a bit of coding in the main Blender source - i cant see this as being a major problem.
The render times aren’t too bad - this was produced in 3.5 minutes with full AA and gaussian blurring. Tiny, compared with Maya, Lightwave (shave and haircut) and certain 3dsmax plugins.
I think this could be a good method in the making!
By the way, the fibres ARE multidimensional - so the hair moves outward in all three dimensions, not just two.
What do you think? is it a feature worth developing in blender? if any coders have any ideas on developing this, post them here - any help would be great!