Discussion in 'Frontpage news' started by Hilbert Hagedoorn, May 22, 2019.
SideFX has got better hair in Houdini...nothing to see here.
This is in realtime.
as a hair fan, I'm really impressed. MK11 had ok at first, but it conflicted with their TAA., now they toned it down...This type would be perfect for it
Imo Older TR had a bigger perf impact tressfx1.0, 2.0 was basically none, only few fps.
I get it, really. Everyone here does. That's why people love "Gameworks" memes.
"Never caused by Hairworks, always by developer of game."
Looks good but I think a lot of these hair effects are a little over the top. I mean hair does not flow and move like we're on the moon with less gravity. A good example is the Monster Hunter benchmark, never in my life have I seen a cat's hair move around that much.
Houdini is real time through solvers you plug into your game engine.
impressive? but why wooden dummy instead of a actual render person?
To highlight the hair. Less distraction.
Wow, ea showcases next-generation hair rendering?? ALL IS FORGIVEN, BABY!!!!
It looks like it has more strands than TressFX typically does in games. Reminds me of the New Dawn demo.
Companies are so focused on materials for a "realistic" look in games it's almost as if they're ignoring one of the most glaringly fake looking parts of a game... human skin/flesh. Some lighting refraction (which has been around forever, demoed for GeForce 7) in the skin isn't going to change the fake-ass look we have in games now. There needs to be more pseudo-physics based interaction, and as for lighting, I'm hoping ray tracing will change that.
I hope that also, but I have a strong feeling ray tracing is years off from becoming the norm. I mean if the current flagship Nvidia card has to run at 1080p to achieve 60fps with ray tracing then there is a LOT of progress that needs to be made.
I'm assuming the next (actual) generation of nVidia cards will add a lot more RT core power, rather than standard rasterization power. They have no competition, they're not going to compete with themselves, so instead they can just push their ray tracing.
Skin needs subsurface scattering and some kind of detailed bump/parallax mapping. Question is, how many characters with that you can have on screen w/o making it perform badly.
And if you have just some good looking, how will people react to see such IQ differences within one scene.
Seems most comments are looking at the wrong area, this will look stunning if implemented in games like Tomb Raider, the main point is not the amount of strands but how it physically behaves...
The second video shows it better , the example simulates interaction between strands much more faithfully than any implementation i have seen on any game, i'm not english so pardon for not knowing how to explain correctly here, but on past implementation seems to be lacking some form of calculation of colision between strands, now it seems to have or maybe it just have some pre-calculated parameters (not done on the fly) which allows the hair to behave naturally with different speed between more internal strands vs the more external strands. Hope i was able to explain myself correctly.
Creepy but very realistic, best video game hair I've seen... be interesting to see how expensive it is.
Waiting for new Rocket Raccoon game.
This is called Rey Tracing.