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