Frosferes Posted February 5, 2021 Posted February 5, 2021 I recently happened on the FusaFusa Project which introduced me to the concept of layered shell texturing to give fur the impression of depth. The effect works quite well but the fur is still a static object when in motion. Since each texture shell is its own object I had an idea to make the fur look as though it is flowing by having each successive shell lag slightly further behind the position it is supposed to update to. I know there is a lag controller operator for NiNodes which provides the effect I'm looking for for individual bones, I'm curious if a similar operator exists for TriShapes? Failing that, can anyone think of a way to achieve this effect without having to create a load of lag nodes?
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