TressFX OIT Renderer on Github!


Just a short update.
Some days ago i started to finish off a first release of the new TressFX renderer. Just some minutes ago i started the push to github to get the new renderer to anyone who might can use it 🙂

It has support for self-shadows, shadowmapping, multiple lights, order-independent transparency (A-/K-Buffer fill / evaluate algorithm, like AMD’s implementation).
It’ll also stay open source, i wont be able to provide support for it due to my current other projects which are very time consuming.

I dont know if ill have more time in the future to continue this project, but if so ill push all my changes to git. There’s still a lot missing. It only supports directional lights for now, it also is missing skinned mesh rendering and (a lot) code cleanups.
My future focus now is on Project Automata and stay tuned for some blog posts about it’s development “soon” (after the release of it).

So, that’s it again.

Have a nice day!

6 thoughts on “TressFX OIT Renderer on Github!

  1. Hi there 🙂 thanks for this amazing work. I have a problem when I enabled any image effects the hair geometry is not visible. but I can see the shadow of the hair. can you give me solution? thanks 🙂

    • Unfortunately i had to render the hair outside of the unity rendering pipeline so i cannot at all provide support for image effects (Some work, some just fail). Sorry 🙁

      • It is okay. anyway great work 😀 thanks again for sharing. I’ll use it for my project.I’ll tell my my project done 🙂 . good luck for the auttomata project 🙂

  2. hello currently I usimg this amazing portation of tressFx following the example scene I noticed that the model is in a very large scale. comparing to my model. ao I had to scale down the hair to 0.01 to match my model. but I found out that the hair ignore the collider. when I set the hair scale back to 1 the collider works just fine. is there any solution other than keeping the hair in scale of 1?

    • Hey,

      Unfortunately there is no workaround to this problem, the simulation breaks down with too small objects. Development is also stopped, so im afraid i cannot help you out.

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