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https://youtu.be/jD3TFbSmztI?t=1
Is there a term for DOA6 style hair/materials that aren't realistic and looks gorgeous? The shading on clothes are simple yet looks intricate.
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>>1018082
I've written a lot of shaders and to my eye it looks like modern shading inspired by the same PBR papers everyone uses, but they don't use realistic coupling between fresnel and specular so it looks flatter and more legacy and the specular doesn't look like it has any long nice tail like newer models but a basic blinn splotch like we used back in the day where you can regulate the size and intensity separately, gloss/spec.
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>>1018088
What about the hairs? For example, at 1:23 they still move, flow, have strands but without any of modern dithering/noise artifacts?
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>>1018089
To my eye the purple hair reads like high resolution stencils that use alphacut, the texture tints around each strand at the edge of the mask then help hide this fact. But in your Op image they clearly have transparent alpha without proper stochastic sorting but you also see a ton of artifacts in how the hair of the girl in the white gi isn't sorting correctly.
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>>1018091
>To my eye the purple hair reads like high resolution stencils that use alphacut, the texture tints around each strand at the edge of the mask then help hide this fact.
Can you explain this without all the fancy words. The term Stencil is really overloaded.
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>>1018092
They're just pbr hair you don't see dithering because that's not particularly linked with pbr.



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