I have seen this when it was all over the media, just never responded to this forum. Really great stuff Chris, I'm sure you are still working on the next amazing piece, or maybe you are working some on some high profile movie or something? Anyhoo, Amazing work, I hope you are getting to play a role with the development of LW 2016! Even as I view it today....Just WOW!
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Oh, forgot to mention, I really like how this is in the WIP section....LOL...They look pretty final to me, and have great story telling!
Not quite... the whole thing sort of ground to a halt after I couldn't produce acceptable looking hair, and I've been spending most of the rest of the time pursuing other interests (somewhat unsuccessfully) - so now I have nothing to show for the past 15 months! I intend to make up for it this year though, somehow... I hope...
I appreciate the sentiments though.
Chris, speaking of hair, what do you think of them ditching the pixel filter and volumetric option to go with a ray traced primitive?
I'm not sure I understand how it differs from the way it currently works actually. Using Volume Type: Solid and ray traced shadows at 200% currently gives me the same results as geometry (except for the rendering bugs when the hair is at 1:1 scale), but my system can't handle 100,000 geo fibers.
Will have to wait and see what this means exactly... is it something like instancing? If it makes it possible to texture fibers without losing self shadowing, and it can handle hundreds of thousands (or preferably millions) of hairs, then it will surely be an improvement.