[sldev] Improving the avatar in SL: hair...
SL - Farallon Greyskin
sl at phoca.com
Fri Aug 24 10:18:13 PDT 2007
Heh,
Have seen people "fake" this effect in SL several times.
It looks.. interesting. Sometimes good, but a little odd as you move around.
Though most people only use maybe... 6-10 layers at most. the 60 looks
pretty nice! One problem in SL is that the alpha sorting problem ruins it a
lot.
I wonder if the use of the shader would affect that or not? Since it would
be generating a transparent texture on several nested surfaces right? The
shader needs something to shade... Being a seal in SL, I can imagine (and
kind of shudder to think) of someone putting 60 layers of fur over every
prim on their av :to fur their entire body... Having seen how people are
putting over 100 floppies on an single av (along with 2-3 prims lights,
Ugh!)
Would be fun to play with though :)
Larry
----- Original Message -----
From: "Argent Stonecutter" <secret.argent at gmail.com>
To: <sldev at lists.secondlife.com>
Sent: Thursday, August 23, 2007 10:30 AM
Subject: [sldev] Improving the avatar in SL: hair...
> This looks like a remarkably simple algorithm. This implementation is in
> DirectX code, but it should be possible to implement as an OpenGL shader
> that could be applied to the hair layer on avatars and improve the
> standard avatar hair. Even if it adds overhead if it reduces the number
> of twisted toruses in SL it would probably be a net performance win.
>
> http://www.xbdev.net/directx3dx/specialX/Fur/index.php
>
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