Breakdown: Fluffy Carpets Made of Layers
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We're using Unity (Quarter Circle Games). I'm happy to give an interview and some of my lighting/PP techniques. You can view out game here: https://store.steampowered.com/app/907500/The_Peterson_Case/

by ZHENG ZENG
3 hours ago

NICE!!!

This is a fan project, like the Lord Inquisitor was. GW has absolutely nothing to do with it!

Breakdown: Fluffy Carpets Made of Layers
13 November, 2018
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Brendon Chung has recently shared an excellent breakdown of the way he’s creating fluffy carpets for his project Skin Deep.

First, check out the final results below:

And here’s how it looks in the model editor:

The final model consists of eleven polygons and actually looks like a carpet. The artist started the whole thing with this tech writeup of the fur tech in Shadow of Colossus.

Basically, creating a carpet is about setting up a series of layers: 

Each layer here is a flat plane. The texture is said to be a bunch of dots, representing the carpet fibers. “When you stack layers tightly together, it creates the illusion of a fluffy carpet.”

Animations of the layers getting stacked up:

Make sure to check out the full breakdown here.

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LuisCharlesJackMarcusJames Recent comment authors
imt.lmzamora@gmail.com
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imt.lmzamora@gmail.com

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

Charles
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Charles

Unless I’m mistaken, this is how Shadow of the Colossus handles the fur on the Colossi

Jack
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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.

Marcus
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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.

James
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James

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.

Simon
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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.

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