New hair rendering Function

Source: Internet
Author: User
Some people may know that my Renderer is based on ray tracing. Although the previous versions also have scanning lines, it is hard to maintain both render cores at the same time, so temporarily changed to pure raytracer, so the new hair function here is based on post processing, the method is very simple, is to use Z-BUFFER, then, the hair lighting model uses the standard material of the opposite sex in 3DS MAX. You may know that this is a plug-in Renderer of 3DS MAX, so I have not used any special model for the time being, the self-shadow effect of hair is a pseudo-shadow based on my own experience model. In fact, the principle is that the deep hair light receives less light, which is very simple, but the effect is acceptable, in addition, the key is to use this pseudo Method for Fast Rendering, without additional computing such as shadow map, deep shadow map, or body rendering technology. However, this pseudo-technology is limited, and it is not always similar to the actual physical lighting effect. In addition, because it is post-processed, I still cannot track the hair light, so it cannot produce reflection and refraction effects, it is indeed a challenge to track the light of a small and large number of objects with hair. I remember I mentioned this question a long time ago and have not found a good method yet, I hope you will know how to give some advice. Thank you. The plug-in hair is generated by using the surface in 3DS MAX for modeling, and then my plug-in will convert the surface to the hair, because I learned to draw, therefore, I think it is more intuitive to use a patch shape than to use a curve shape, more volume, more convenient to observe, and more accurate to modify the hair style. I am doing vertex shading similar to Reyes for hair here. pixel shading may be more delicate, but the hair coverage rate is relatively large. If pixel shading is required, it is more efficient to hide the hair first, here I Am Going To shading and then hide it. Of course, we can use Occlusion Culling similar to Reyes to solve the waste of shading, which needs to be improved in the future.
 

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