Post
by Mathaeus » 16 May 2013, 00:06
It's focused on "forms", somehow organized structures, which are almost impossible to do by brushing the guides by hand, also, which could be hundreds times slower to simulate, using gravity, collision, or like. It's never ever meant to be solution for everything. I'm always surprised by expectations.
In other words, I sow very believable renders of short hair, done by traditional, brushes&guides method.
At least mid tone or dark hair. Bright hair with a lot of translucency... it's possible to fake it to some extent, using transparent and colored shadows, additive mix over transparency(in SI render tree, this could be non-transparent hair shader, added over black and transparent constant shader) - or some full ray-tracing, if your renderer and shader utilizes importance sampling, shifted reflections, what not.