bonsak
They are color coded.
- Green is vector.
- Light blue is float.
- Blue is integer.
- Beige is file/geo.
- Purple is matrix.
-b
Lol, what about all the structs tho?
bonsak
They are color coded.
- Green is vector.
- Light blue is float.
- Blue is integer.
- Beige is file/geo.
- Purple is matrix.
-b
camera = "/obj/sc0034_trackcam_mp1" vm_picture = $SHOT_PATH/image/$TASK/${SHOT}_${TASK}_${SCENE_NAME}_${OS}_v`padzero(4,$VER)`/`opname(chsop('camera'))`-${RESNAME}_${COLORSPACE}_exr/${SHOT}_${TASK}_${SCENE_NAME}_${OS}_v`padzero(4,$VER)`-`opname(chsop('camera'))`-${RESNAME}_${COLORSPACE}.$F4.exr
/ -> setenv VER=1 / -> setenv TASK="fx-smoke" / -> setenv SCENE_NAME = "shipcrash" / -> setenv RESNAME = "3kred" / -> setenv COLORSPACE = "acescg" / -> setenv SHOT_PATH = "F:/data/projects/coolvfx/sc0034" / -> setenv SHOT = "sc0034"
ndickson
Has anyone done tall grass, namely multi-blade grass? A few years back, (just for fun), I got part way through making a few assets for generating the geometry for grass of various types and levels of detail, including some ludicrously high-res hero grass, but I never got around to cleaning it up and making it usable, and I never finished getting the topology right for the connections between the blades on multi-blade grass.
If you're primarily interested in lawn grass, the next level of detail would be that there's a central fold in each blade, which could be faked by adjusting normals across the width of the blades in the shader if you're not zooming in very close. Lawn grass also usually has 2 blades coming from each plant, with a nearly-white base right around ground level, but I found that those are almost impossible to see in a real lawn from above. There are also tiny striations along the length of each blade, but they're pretty hard to see directly on lawn grass unless you're looking for them; they're much more obvious in tall grass. However, they do make shiny blades of lawn grass have very anisotropic shininess.