Lasse J F Pedersen @codeverses
Sr Rendering Engineer at Epic Games. Previously Unity Demo Team, Playdead. Denmark Joined February 2012-
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This little write-up contains some of the thoughts behind strand-based level of detail, and also a bit about how we approached running fingers through the hair. :)
@AlexR4 @the_f_key @unity Hi -- so this behaviour is not actually a bug, but it's something that I will change soon (to no cropping by default), along with exposing some more related parameters.
@SquaredApe @robcupisz Hi, and thanks. :) Yes, the plan is to bring it mainline once data and API has settled a while longer. Regarding scalability, the system already builds hierarchical LODs, and so far the simulation uses that data. We plan to use the data for rendering as well.
Happy to announce that the strand-based hair system developed alongside and featured in Unity's 'Enemies' is now available via GitHub. :) Been working on this system for a while now -- looking forward to see what people will make with it: github.com/Unity-Technolo…
@aras_p @mirror2mask Yes, it does :) -- we use that feature to avoid round-tripping when resolving points and normals (like strand roots) on a deforming mesh. Similar use in Enemies. Thanks for helping land that feature!
Update: The system is also responsible for the real-time hair and fur simulation in the recently announced 'Lion' demo. Check it out. :) youtube.com/watch?v=KpPx_l…
Thursday at @siggraph #rtradvances I'll be sharing some more details about the system and simulation and what makes it tick, as part of a joint presentation with @FCifaCiar and @johnparsaie about technical advances featured in 'Enemies'. 👋
The program for #rtradvances for @siggraph 2022 is online! advances.realtimerendering.com/s2022/index.ht… - lots of great talks this year again! (adding specifics in the thread)
Yesterday I had the pleasure of flipping the public switch on the 'The Heretic: Digital Human' releases on GitHub. Since joining the Unity Demo Team, I've been working on the face of Gawain, and it's nice to be able to make that work public. :) github.com/Unity-Technolo…
@guycalledfrank @robertcupisz Just want to add that the main idea of putting it (tech and sample) in separate packages is reusability. We wanted to provide the option for ourselves and users to cleanly build on the tech or the sample asset in another project, without having to drag in e.g. the demo scene.
Our Unity demo team (the team behind Heretic and Book of the Dead) is looking for a amazing 3D artist (Job based in Copenhagen or Stockholm). All details here: 80.lv/jobs/3d-artist… :)
@_arieleo_ @robertcupisz both.. they are alpha blended when drawn to screen, but alpha tested when rendering shadows and post-transparent depth (with separate thresholds)
@pixelmager @robertcupisz @vesseff @_Calader @tlaedre @Paco_q2 @afterwise__ @dominas64 @adrianlazar3d @JoverCyril @VladimirNeykov \o/ Thanks :)
@enthusiasto 😄yes, yes that's the one :)
Aras Pranckevičius �... @aras_p
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