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Written by Alexandru - Teodor Voicu, email@example.com.
In order to render realistic hair and fur, some special shading models had to be used, such as the ones proposed by Marschner or Kajiya and Kay. This shaders are complex Bidirectional Scattering-Surface Reflectance Distribution Functions (BSSRDF) and Bidirectional Scattering Distribution Functions (named BSDF) that use lookup textures in order to have real-time performances.
However, lookup textures have to be recalculated from time to time, mostly when
parameters change, and in order to include this option an
function had to be associated with the
iMaterial interface. The easiest
way to do this was to create the
which besides giving access to a material, by
SetMaterial(), also provides the
Invalidate() method and a function
that is called each frame, named
Materials can be loaded from files and registered with the
iFurMeshMaterialProperties interface afterwards, as can be seen in the
... // Load furMesh csRef<CS::Mesh::iFurMeshType> furMeshType = csQueryRegistry<CS::Mesh::iFurMeshType> (hairTest->object_reg); if (!furMeshType) return hairTest->ReportError("Failed to locate CS::Mesh::iFurMeshType plugin!"); // Load Marschner shader csRef<iMaterialWrapper> materialWrapper = hairTest->engine->FindMaterial("marschner_material"); if (!materialWrapper) hairTest->ReportError("Can't find marschner material!"); ... // Create hairMeshProperties csRef<CS::Mesh::iFurMeshMaterialProperties> hairMeshProperties = furMeshType->CreateHairMeshMarschnerProperties("krsytal_marschner"); hairMeshProperties->SetMaterial(materialWrapper->GetMaterial()); ... furMesh->SetFurMeshProperties(hairMeshProperties); ...
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