Wednesday, July 14, 2010

procedural feather

the beginnings of a procedural feather generator

stuff I've though about so far:
proxy / hi res toggle - currently the 'fronds'can be turned off but ideally it'd be nice to have a few polygons with the render UVmapped on automagically

the user can adjust :
  • the position along the stem where the fronds start
  • the sweep thickness of the stem via ramp
  • the poly detail of the stem
  • the overall shape of the fronds via a ramp
  • the angle fronds grow out and down toward the base of the feather
    vs how perpendicular from the stem they are
  • the number of fronds and the detail of the curves 
  • the render width of the fronds / curves.
  • the thickness of the individual fronds via a ramp
  • the noise on the fronds
  • the overall  bend and twist of the feather
Further stuff i want to have a crack at:

a procedural colouring system based on real feathers
subtle randomisation tests on most parameters
irridescent shading
a texture generation system for low res geometry.
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