I was in a discussion thread a long time ago on the Godot github proposals section in the thread about hair rendering solutions for Godot, today I recieved an email about a new response and Ismail Ivanov has created TressFX for Godot, thought I’d share this here since it’s probably of interest to a lot of people.
Figured I would put it in General since it’s not my product so I’d leave it to them to post their own topic in Resources/Showcase etc. in the future
Thanks tomcat, good call. I made a Blender add-on for it: groom with Blender’s hair tools, hit Export, and you get the .tfx, .tfxbone and collider files for Godot. There’s a guide on the wiki and a new demo with the .blend included.
It’s great to hear that work is underway. I’ll look into it. This topic is very relevant to me. I’m building a character generator for my project. I’m planning for it to be a standalone tool with the ability to export models. And hair is in high demand here.
The issue is that the characters’ heads will change: their dimensions are adjusted when the character is created, and in the game, the head will grow as the character ages. To what extent will the hair be able to adapt to these changes in the head?
My way of thinking was you’d use a scalp mesh and hide it inside the characters head, and have it scale/modify with the character, or have it on top of the head if physics collisions were an issue and either have it hidden as render or a translucent material on the scalp part.
Hair is essentially the same as clothing. I’ve implemented clothing adjustments using shape keys. The shape keys on the body correspond to the same ones on the clothing, and they change in unison. If the hair base (where the hairstyle attaches) can be set up the same way using shape keys, there shouldn’t be any problems. In theory, you could do the same with colliders, but that needs to be tested. I have a few small tasks to finish up right now. And then, hopefully soon, I’ll get back to working on the character generator and test out the hair creation. Once again, a huge thank you for such wonderful work!
Impressive, I personally kinda lost interest though since it needs TAA to look as preferred unlike the implementation in the 2013 Tomb Raider game, but I understand there’s complications with implementing every feature as intended. Great work! I imagine some will put it to use.
Or actually, maybe I am curious to test it as well and see how it looks in one of my projects with TAA off