It's actually only 10k polys, so while not great it's not obscene
(Just realized I oopsed when calculating the root node stuff that would break if you changed the resample count... Fixed :>)
Updated the system to add the ability to use hair's radius instead of having a static radius for all hair/fur. This will allow you to hair curves with different radiuses in the same hair system.
Updated the system to add the ability to use hair's radius instead of having a static radius for all hair/fur. This will allow you to hair curves with different radiuses in the same hair system.
I could not for the life of me find a good example of how to make game-ready fur/hair using geonodes, even though I'm sure it's something people do.
I'm sure examples and .blend files exist for this but I couldn't find them.
HES SO FLUFFY NOW
Yes it's not an insignificant amount of polys... BUT I was already very poor anyway so yolo.
It has a few other little configs to make it easier to manipulate the hair (especially around the hair root) but otherwise it's basically just taking the workflow artists have now creating 3D hair with curves and beveling them but slapping it into geonodes.
gomideer.gumroad.com/l/gamreadyge...
I made this usable for others. It can definitely be improved, if you have any ideas let me know or feel free to make it better and republish it.
gomideer.gumroad.com/l/gamreadyge...
I made this usable for others. It can definitely be improved, if you have any ideas let me know or feel free to make it better and republish it.