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.
Physics Driven Fur Shader in 3ds Max
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Maya PDC (Particle Disk Cache) exporter
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