[sldev] Improving the avatar in SL: hair...

SL - Farallon Greyskin sl at phoca.com
Fri Aug 24 16:14:35 PDT 2007


Problem is, I'm not sure if a shader WOULD be less overhead :/ shaders have 
to shade something... I think the shells would end up having to be objects 
in the end even if generated on the client at rez time... though it sure 
would be easier to use!

Here is an example of using 6 layers, sort of the very minimum necessary...

http://www.seal-cove.com/misc/fur.html

Larry

----- Original Message ----- 
From: "Argent Stonecutter" <secret.argent at gmail.com>
To: "SL - Farallon Greyskin" <sl at phoca.com>
Sent: Friday, August 24, 2007 4:06 PM
Subject: Re: [sldev] Improving the avatar in SL: hair...


> On 24-Aug-2007, at 12:15, SL - Farallon Greyskin wrote:
>> Have seen people "fake" this effect in SL several times.
>
> Yes, Coadey Concord was the first one I've seen using it. The problem  is 
> that it's very crude (you can't do many layers) and horribly  inefficient, 
> plus it's all static, nothing waves. For short hair,  10-15 layers would 
> be more than adequate and shouldn't be too great a  load on the GPU.
> 



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