Obviously you aren't going to have a separate location for every hair strand on the UV map, instead having a few color variations and changing between those depending on the area (with some vertex coloring thrown on top of that if not lazy.), but I believe it's not polygonal hair, certainly doesn't look like it- much more along the lines of TressFX and similar hair simulation methods, and that isn't very cheap to do in large amounts.Originally Posted by Ostracion Go to original post
I'd take proper water reflections like in Far Cry 2 and not that cubemap-based Far Cry 3 system over hair rendering any day...