Announcement

Collapse
No announcement yet.

gFur, free shell based fur plugin

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #91
    What do you mean by that? Shouldn't behave like that?

    Comment


      #92
      Hey, I think it must be a workflow thing, but I haven't been able to get the plugin to work with my own splines. I've exported splines out of both maya and max on a sphere, but I wasn't able to get my splines to work. The demo asset works fine. I followed the steps in the documentation, but seem to be missing something. I noticed I was able to import the splines by dragging and dropping, or by right click importing, but both options didn't see to work for me. Is there a video walkthrough of the max process anywhere?


      Support Email: marketplace@supergeniusstudio.com

      Comment


        #93
        Sorry for the issues, I will see if we can get more detailed documentation out. Anyway, we have an update on the way that will allow you to create and groom the fur right in UE.

        Comment


          #94
          Oh, yes, we can finally comb the generated splines with various modifiers that achieve several updates, because at first there is enough brush to direct the hairs in the right direction so that the hair does not go under the skin + symmetry modifier. And then a wavy tassel and a spiral tassel. Then a brush of a background picture for coloring.

          Comment


            #95
            Hi,
            Seems I cannot update to 1.3, I tried to remove the plugin and then reinstall but it keeps installing 1.2!
            Last edited by Maxxi; 10-31-2018, 07:52 PM.
            Olivier Demangel

            Designer

            IVR-Nation
            http://ivrnation.com/

            Comment


              #96
              Originally posted by GiM s.r.o. View Post
              Sorry for the issues, I will see if we can get more detailed documentation out. Anyway, we have an update on the way that will allow you to create and groom the fur right in UE.
              Is this in-engine fur combing and grooming function available in this latest 1.3 update or do you mean that's for a future update?

              Comment


                #97
                Grooming will come in 1.4 (we might call it 1.5).

                Comment


                  #98
                  Is this plugin compatible with landscapes, and if so, could it be used for grass? It might look really nice to have dense grass without thousands of meshes. Is the performance of this plugin good enough to support that?

                  Comment


                    #99
                    Originally posted by Gampersnaz View Post
                    Is this plugin compatible with landscapes, and if so, could it be used for grass? It might look really nice to have dense grass without thousands of meshes. Is the performance of this plugin good enough to support that?
                    It's compatible with any mesh, although it depends on whether the mesh is static or skeletal. The full price version can do both, while the free version I'm pretty sure only does skeletal meshes. It's easy enough to convert a static mesh to a skeletal mesh though so you could google tutorials on how to do that.

                    In regards to performance, it really depends. The plugin works based on shell texturing, which duplicates the mesh and offsets it outwards for as many layers as you specify. The more layers, the more realistic the fibers look. For example, a mesh with 1000 triangles with 10 layers will be rendered like a 10,000 triangle mesh. If the numbers get too high, you can use LODs to easily lower the layer number the further the camera is from the mesh.

                    I've never used this plugin for anything other than characters. You could definitely use it for a landscape, but I'm not sure what the best way to optimize it would be as it takes up a big portion of the level. Probably could break the landscape up into smaller chunks and play around with each chunk's LODs until you like the final look of it!

                    Comment


                      Originally posted by Gampersnaz View Post
                      Is this plugin compatible with landscapes, and if so, could it be used for grass? It might look really nice to have dense grass without thousands of meshes. Is the performance of this plugin good enough to support that?
                      I don't think you can add components to landscape. You could convert the landscape to mesh and use gFur on that, but you would loose the landscape features.

                      Comment


                        Hi,

                        I'm testing 1.3 and I have got some issues:

                        - I tried to add Gfur component to a static mesh but it seems I still need to add a grow mesh with a skeleton?
                        - I tried an animation with morph targets but it's not working when I add Gfur (these morph targets are working without Gfur)

                        Is there any updated documentation for the new features?

                        thanks
                        Olivier Demangel

                        Designer

                        IVR-Nation
                        http://ivrnation.com/

                        Comment


                          Are you using gFur PRO?

                          Comment


                            Originally posted by GiM s.r.o. View Post
                            Are you using gFur PRO?
                            Yes, Gfur pro only!
                            Olivier Demangel

                            Designer

                            IVR-Nation
                            http://ivrnation.com/

                            Comment


                              For the static mesh, you need only a static grow mesh, the slot/section for this should be located below the skeletal grow mesh.
                              As for the animated morphs, can you post some screenshots of your setup? We still need to update the docs for new features. We were hoping to do that together with the next update which will bring grooming tools directly into UE (so no need for external app anymore).

                              Comment


                                Originally posted by GiM s.r.o. View Post
                                For the static mesh, you need only a static grow mesh, the slot/section for this should be located below the skeletal grow mesh.
                                As for the animated morphs, can you post some screenshots of your setup? We still need to update the docs for new features. We were hoping to do that together with the next update which will bring grooming tools directly into UE (so no need for external app anymore).
                                I don't see any slot for static grow mesh? See the screenshot I made

                                I'm using UE4 4.20 with Gfur pro 1.3



                                Attached Files
                                Olivier Demangel

                                Designer

                                IVR-Nation
                                http://ivrnation.com/

                                Comment

                                Working...
                                X