Horde3D

Next-Generation Graphics Engine
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PostPosted: 20.01.2009, 19:15 
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Joined: 20.01.2009, 18:39
Posts: 3
hair and fur or grass shaders and compositing nodes in Horde3D. (Grass scattered using billboarding or scattered mesh across a terrain. Are you guy's planning to implement these in Horde3D?


http://www.xbdev.net/directx3dx/specialX/Fur/index.php


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PostPosted: 20.01.2009, 20:19 
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Joined: 10.09.2006, 15:52
Posts: 1217
Horde3D is a framework for enabling users to (relatively) easily create such effects. They won't become part of the core engine, maybe some of them get implemented for the samples. Compositing can be done with post-processing shaders. Our community member Mikmacer has created a fur shader and kindly published the code: http://www.horde3d.org/forums/viewtopic.php?f=4&t=354&hilit=fur.

Maybe you should first read a bit through the forums to get an idea what Horde is all about. Then you would also know that the asset pipeline is completely based on Collada (referring to your first topic).


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