Will godot 4.0 be able to do hair? I believe unreal engine has been doing hair.

I'm not sure if it's included as a default, but I believe there are enough functions in the physics engine to make it possible. For example, by using joints and soft bodies, even in Godot 3.x.

Honestly it's similar to tessellation, (for character models) got a big wow factor but in practice most AAA studios stuck with LOD after some experimentation since they found it to be more advantageous. In this case you will probably want to look into hair cards.

Right, full hair physics is just not economical. It's too intensive, even in 2022.

This Nvidia demo is from 2004, 18 years ago, and no game even today has looked this good.

Most games just use like rigid bodies for pony tails, or if they do the hair, it is a very simplified model, not each strand. Tomb Raider had probably the best I've seen to date in an actual game, using what AMD calls TressFX.

I believe this is possible in Godot 3.x, but you'd have to code it yourself. But TressFX is open source, MIT license, so take a look if you're interested.

https://github.com/GPUOpen-Effects/TressFX

Qubrick

They are using them in movie production, things like commercials. Even though they are not yet in video games, it seems like it will not be too far from happening.

    Qubrick EA use strand-based hair now.

    Oh, that's pretty cool. I guess I don't play sports games so I never noticed.

    newmodels
    It's in realtime. They use compute shader to do software rasterization. EA have two version of strand based-hair.

    For Godot 4.0, I think about GPU particle hair similar to this.

    You need to send bone transform information to particle shader every frame. Not sure about performance yet.

    a month later