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Is torque Furry?

by Chris Labombard · in Torque Game Engine · 02/23/2005 (4:44 am) · 3 replies

Hey... I was just wondering if torque has the ability to use furr? I can put furr on my models in 3DS Max. I was just wondering if torque handles fur? Or if anyone can think of a way to do fur? Even if I have to script it.

About the author

I have been a professional game programmer for over 5 years now. I've worked on virtually every platform, dozens of games and released a few of my own games, including 2 iPhone titles and a title waiting release on Big Fish Games.


#1
02/23/2005 (4:57 am)
First: google and look how fur works. It's not a magical feature you find in the video card.

Then: look at how you can implement it into Torque. I don't recall anywhere in the source any mention to such specific effect like fur (if it were there, stuff like cartoon shading would be there too).

I expect people to jump over and start brabbing about how easy this should be to implement in TSE...

Anyway, all real-time fur effects I've ever seen are just several copies (layers) of the furry faces with an alpha texture of the fur viewed from above. Each copy vertices are offset slightly by their normals, and have a lower alpha. The more layers you have, the better it looks (and the slower it runs if you're on low-fillrate systems).

Implementing it into torque would require you add a ::fur flag to the material, and make the relevant changes to be able to draw the model again and again, while moving it's vertices along their normals slightly at each iteration. While dwelling around the render code I saw a baloon property, that I suppose can do the model inflating service for you, but I have'nt verified it.
#2
02/23/2005 (8:37 am)
Interesting...

Thank you.
#3
02/23/2005 (10:09 am)
Fur materials are computed mostly in render-time, not real-time, as they are rather intensive. There are a number of methods to create realistic hair. Here's a fun presentation from SIGGRAPH '04, including the algorithm. I'm trying to find an amazing article on this, but those are the ones that I've dredged up. It may have gone offline. It was from a Tokyo university professor's research.

Here are a couple more basic abstracts on the process:
Styling by painting and real-time animation of hair
Physically-based simulation of hair-strips in real-time
Modeling and animation of human hair in strips
Real-time fur over arbitrary surfaces
Real-Time Rendering of Human Hair using Programmable Graphics Hardware