Cheap fur simulation - GeoNode - PivotBaking

An example of wool physics. This physics is based on the object's velocity. I use a second-order operation to create a pendulum motion.

Another example, but with different parameters.

Another example, but with fur.

Example in the editor (sheep).

Example in the editor (fur).

Modeling the shape of the sheep and capture normal attribute of the mesh.

Modeling the shape of the sheep and capture normal attribute of the mesh.

Using vertex colors as a distribution mask.

Using vertex colors as a distribution mask.

Distribution of points on the faces of the mesh.

Distribution of points on the faces of the mesh.

Sphere instantiation on the points.

Sphere instantiation on the points.

Offset specific instances to achieve a better result (such as the head) and capture instances position.

Offset specific instances to achieve a better result (such as the head) and capture instances position.

Store the position and direction of previously captured instances in different UV maps.

Store the position and direction of previously captured instances in different UV maps.

Modify the vertex normal to achieve proper lighting result in Unity.

Modify the vertex normal to achieve proper lighting result in Unity.

The same process to store the position and direction of the wool, but for the ears.

The same process to store the position and direction of the wool, but for the ears.

Example of a UV map when applying the nodal network (stored XY position).

Example of a UV map when applying the nodal network (stored XY position).

All geometry node graph for pivot baking.

All geometry node graph for pivot baking.

Example of a shader used to simulate the physics of wool in Unity. I retrieve the position and direction of the instances from the UVs and use that information to rotate them based on a pendulum-like motion.

Example of a shader used to simulate the physics of wool in Unity. I retrieve the position and direction of the instances from the UVs and use that information to rotate them based on a pendulum-like motion.

Cheap fur simulation - GeoNode - PivotBaking

Hey,

In this post, I introduce you to a “Pivot Baking” geometry node in blender and a shader that uses it.
This pivot baking method works on all game engines, but be careful with axis conversions: in Blender, the Z-axis is up, while in Unity, the Y-axis is up.
This shader was created for rendering this scene : https://www.artstation.com/artwork/QKlvx3

I tried my best to maintain the highest video quality, but once it’s uploaded, the compression algorithm degrades the quality.

Enjoy !

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