Physics Driven Fur Shader in 3ds Max

Physics Driven Fur Shader in 3ds Max

HLSL implementation of hair/grass using the "concentric spheres" technique. This version expects a per vertex force component to be passed into the shader via vertex data channels. In a separate max script, I calculate per vertex velocity, acceleration, and a compression factor which each have their own contribution weighting. The results of the calculation are baked into the vertex data channels per frame. 

Maya PDC (Particle Disk Cache) exporter

Maya PDC (Particle Disk Cache) exporter

Grass Shader in 3ds Max

Grass Shader in 3ds Max