Brendon Chung has recently shared an excellent breakdown of the way he’s creating fluffy carpets for his project Skin Deep.
Breakdown: Fluffy Carpets Made of Layers
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Comments 6
- Anonymous user
Yeah! this is a old good method from Shadow of the Shadow of the Colossus and that cute furry spiders from Mario Galaxy. this method saves a lot of resources if I remember fine
0Anonymous user
·5 years ago· - Charles
Unless I'm mistaken, this is how Shadow of the Colossus handles the fur on the Colossi
0Charles
·5 years ago· - Jack
Yeah, as others have mentioned this isn't really practical in realtime graphics. Specifically as James mentioned using POM with Pixel Depth Offset is going to look a lot better and be a lot cheaper for perf.
0Jack
·5 years ago· - Marcus
Respectfully, we did this back in 2002 for grass and it wasn't a good idea even back then. It looks "okay", but the perf costs are outrageous.
0Marcus
·5 years ago· - James Kelly
I'd like to know the pros and cons of this vs Parrallax Occlusion Mapping with Pixel Depth Offset. I can see this being a bit of a headache for the GPU due to overdraw.
0James Kelly
·5 years ago· - Simon
Isn't this a fairly slow way of doing this kind of effect? Not in terms of setup, but in terms of cost on the GPU. As you are stacking layers of transparency on top of each other, so for each pixel of transparency you are overdrawing it X number of times.
0Simon
·5 years ago·