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DREW SKILLMAN

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Grass Shader in 3ds Max

March 31, 2007March 31, 2014 drewGame Dev / Graphics / Visual Effects

HLSL implementation of hair/grass using the “concentric spheres” technique. This version uses vertex data channels to control hair length, hair direction and hair color interactively. Procedurally added ambient occlusion on each successive layer is critical to the effect.

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Copyright Drew Skillman 2015