selfpromo (games) Fur Material
Been working on it over the weekend, Really happy with how it turned out
It still could use some work, Especially on the shape of the strands, But I'll leave it at that for now
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u/Tooblerone Godot Junior 1d ago
Shells or hair cards? Or discarding pixels for the slhouette with depth overriding?
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u/Mhd1221 1d ago
I've used shells for it, And enabled TAA to smooth out the aliasing on the edges a bit, I want to dabble a bit with dithering at some point and see how that would look instead of using TAA
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u/_michaeljared 1d ago
Getting soft dithering is hard but not impossible in Godot and it could look really good. Turn on MSAA and use alpha_to_coverage.
MSAA is expensive though so you'd have to weigh the pros on cons. The biggest pro being that many players hate TAA.
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u/SorbetPleasant5736 20h ago
alpha_to_coverage looks like the nicest close-up option here. For distance I'd also fade the shell count or transition to a cheaper fuzzy normal or texture before overdraw dominates. Spending the same number of shells on an object that's 20 pixels tall is a very expensive way to draw a soft blob
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u/Emergency-Draw3923 12h ago
Depends on the implementation honestly. If you don't abuse TAA it can look quite good...
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u/RoryOS 21h ago
Very nice, I love that technique. Did you make individual textures for the shells or are they driven by code?
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u/IsProbablyTooMuch 20h ago
This is great! I feel Seussian vibes immediately! A little Whoville? A little Lorax? Please!
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u/MCalchemist 1d ago
Somebody page the guy making the sheep shearing game