Particle Hair on WebGL
Posted: Fri Aug 11, 2017 5:00 pm
https://palmer-jc.github.io/scenes/QueuedInterpolation/hair_coloring/index.html
I have recently posted how far I am getting with regards to exporting stranded hair to Babylon.JS.
The biggest limitation I am facing is line width is fixed. When far away, looks like shag carpet. Too close and you can see right thru. I have a couple of things I am going to try to minimize these.
Blender cycles is out of the question on WebGL. I am using vertex color. As I would have to program this regardless, I am not computing it until it is imported. You save on the data bandwidth by computing in Blender & exporting, as well as be able to change it in the browser. This little scene, can help determine the settings to use on export without exporting by trial and error.
I have recently posted how far I am getting with regards to exporting stranded hair to Babylon.JS.
The biggest limitation I am facing is line width is fixed. When far away, looks like shag carpet. Too close and you can see right thru. I have a couple of things I am going to try to minimize these.
Blender cycles is out of the question on WebGL. I am using vertex color. As I would have to program this regardless, I am not computing it until it is imported. You save on the data bandwidth by computing in Blender & exporting, as well as be able to change it in the browser. This little scene, can help determine the settings to use on export without exporting by trial and error.