This #cardinal was all fluffed up with nowhere to go!
More fluffy cows! Seeing them always brightens my day 
@godotengine Not a game (yet) - but this is a tech demo for my fur rendering add-on.
SO FLUFFY V1.1 now does curls!
Thanks to @[email protected] for the challenge!
Version 1.1 on GitHub: https://github.com/maxmuermann/sofluffy/releases/tag/v1.1.0
Or from the Godot Asset Library: https://godotengine.org/asset-library/asset/2573
@[email protected] Here’s how this works - for each fragment on each shell, we calculate the relative position of the fragment to the centre of the strand, and discarding any fragments too far away.
For curls, we also calculate the angle of the fragment vector. We discard fragments outside an angle range, resulting in pie-shaped segments. Finally, we offset the calculated angle by a little bit for each subsequent shell, giving us the twist.
@[email protected] I did a bit of fiddling with my fur shader as an experiment, and I can come up with some reasonably convincing curls that are not too much more expensive to render than straight hair using the same system.
I already control the thickness of each strand at a given height; it’s not too difficult to add an angle offset as well.
This is Bob 🐑 . He is getting a haircut. Don't worry, he secretly loves it.
Quick proof of concept using the SO FLUFFY fur plugin, painting a splat texture for the fur height map.
Thanks to @papaquark for the idea.
Fur all your Godot fur rendering needs, check out SO FLUFFY here: https://github.com/maxmuermann/sofluffy