red texture

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ozzie
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red texture

Post by ozzie » Mon Nov 17, 2008 2:13 pm

Does someone have an idea how to create such (red) texture?
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pixie
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Post by pixie » Mon Nov 17, 2008 2:15 pm

I bet it has more then meet the eye

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Borgleader
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Post by Borgleader » Mon Nov 17, 2008 3:18 pm

Hmm i think that'll be a tough one to replicate :?
benn hired a mercenary to kill my sig...

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ozzie
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Post by ozzie » Mon Nov 17, 2008 7:09 pm

Borgleader wrote:Hmm i think that'll be a tough one to replicate :?
Thx, I fill supported :/ hahaha :)
I know it's tough :(

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Kram1032
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Post by Kram1032 » Fri Nov 21, 2008 10:44 am

Easiest (and still hard) might be angle-based, two materials, one more diffuse, one more reflective... Though, that'd still lack some things, like the direction of the "hair" (which you can see in form of rather instant colour/intensity changes) And you'd need to model it rather highly detailed (as you see folds in this one rather good and it wont look too realistic if you wouldn't see any...)

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ozzie
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Post by ozzie » Fri Nov 21, 2008 1:17 pm

Kram1032 wrote:Easiest (and still hard) might be angle-based, two materials, one more diffuse, one more reflective... Though, that'd still lack some things, like the direction of the "hair" (which you can see in form of rather instant colour/intensity changes) And you'd need to model it rather highly detailed (as you see folds in this one rather good and it wont look too realistic if you wouldn't see any...)
maybe I can use hair simulation, then convert it to mesh?

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Kram1032
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Post by Kram1032 » Sat Nov 22, 2008 3:07 am

Sure. Any idea, what resolution you'd need? I mean.... those hair are SUPER fine, SUPER short and SUPER dense (far shorter, denser and most likely also finer than those on our head)

It'd be the most realistic way, but also the one, eating most resources, and the one, most likely having problems due to inversed normals and/or ray-nudge-distance-troubles....




__
I'm pretty sure, that here, Oren Nayar will be better than Diffuse, btw.

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ozzie
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Post by ozzie » Sat Nov 22, 2008 8:58 am

Kram1032 wrote: It'd be the most realistic way, but also the one, eating most resources, and the one, most likely having problems due to inversed normals and/or ray-nudge-distance-troubles....
I know :(

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