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gFur, free shell based fur plugin

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    Hi, we have never said that there is a collision, maybe in some future update.

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      https://gim.studio/gfur/

      Not Found


      The requested URL /gfur/ was not found on this server.

      Comment


        Thanks for letting us know. Something happened to the CMS we are using, some sort automatic update that killed the site. Will try to get it work asap.

        Comment


          This plugin looks excellent, but the lack of information about the in-editor grooming tool (which made the price higher) does not help people to get confident in getting it.

          For a plugin of 150$, people would like more info about the possibilities and how to set it up correctly.

          No need to have extremely detailed info at the beginning, just a 10 minutes video showing how you can set it up, what are the different ways to increase hair details, and that's it. The rest seems quite intuitive when you look at the titles in the teaser video.
          I would buy it if more information was available.

          Comment


            Yeah, I do agree. We will try to update the docs asap. Still, the process is pretty straightforward that we thought it's better out without docs than keeping it until the docs are ready.

            Comment


              https://youtu.be/Z1_69GOoprc
              tested reaction on rainbow gradient
              Click image for larger version  Name:	gf.png Views:	1 Size:	488.7 KB ID:	1584457
              https://youtu.be/pHeFDJhapSY
              Last edited by Dreika; 02-13-2019, 10:57 PM.

              Comment


                Originally posted by DamirH View Post
                GiM s.r.o. - Took me a while to get back to this but the report is as follows:

                Code:
                >
                Arkham-Switch-DebugGame.nss!FMaterial::SerializeInlineShaderMap(FArchive& Ar) Line 764 (0xACF9930) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!SerializeInlineShaderMaps(const TMap<const ITargetPlatform *, TArray<FMaterialResource *, FDefaultAllocator>, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<const ITargetPlatform *, TArray<FMaterialResource *, FDefaultAllocator>, false> >* PlatformMaterialResourcesToSavePtr, FArchive& Ar, TArray<FMaterialResource, FDefaultAllocator>& OutLoadedResources) Line 662 (0xAC8C1B8) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!UMaterial::Serialize(FArchive& Ar) Line 3354 (0xAC95BBC) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FAsyncPackage::EventDrivenSerializeExport(int LocalExportIndex) Line 3525 (0x8AE1520) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FAsyncPackage::ProcessImportsAndExports_Event() Line 3849 (0x8ADB020) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FAsyncPackage::Event_ProcessImportsAndExports() Line 2860 (0x8ADA710) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FAsyncLoadEventQueue::PopAndExecute(FAsyncLoadEventArgs& Args) Line 290 (0x8B09CB0) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::ProcessAsyncLoading(int& OutPackagesProcessed, bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4401 (0x8AE8B14) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncThread(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, bool& bDidSomething, FFlushTree* FlushTree) Line 5072 (0x8AEEFB4) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncLoading(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4794 (0x8AEE1EC) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FlushAsyncLoading(int PackageID) Line 7009 (0x8AF0CA4) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!LoadPackageInternal(UPackage* InOuter, const char16_t* InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad* ImportLinker, FArchive* InReaderOverride) Line 1188 (0x8D17E1C) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!LoadPackage(UPackage* InOuter, const char16_t* InLongPackageName, unsigned int LoadFlags, FArchive* InReaderOverride) Line 1471 (0x8D154F8) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!ResolveName(UObject*& InPackage, FString& InOutName, bool Create, bool Throw, unsigned int LoadFlags) Line 828 (0x8D12AEC) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!StaticLoadObjectInternal(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 915 (0x8D15BD4) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!StaticLoadObject(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 983 (0x8D167DC) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!UMaterialInterface::InitDefaultMaterials() Line 1254 (0xAC8AE20) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2907 (0x8B4D0B0) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!UMaterialInterface::PostCDOContruct() Line 2371 (0xAC8B288) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2907 (0x8B4D0B0) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FEDLBootNotificationManager::ConstructWaitingBootObjects() Line 2371 (0x8B0AE40) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncLoading(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4833 (0x8AEE93C) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FlushAsyncLoading(int PackageID) Line 7009 (0x8AF0CA4) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!LoadPackageInternal(UPackage* InOuter, const char16_t* InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad* ImportLinker, FArchive* InReaderOverride) Line 1188 (0x8D17E1C) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!LoadPackage(UPackage* InOuter, const char16_t* InLongPackageName, unsigned int LoadFlags, FArchive* InReaderOverride) Line 1471 (0x8D154F8) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!ResolveName(UObject*& InPackage, FString& InOutName, bool Create, bool Throw, unsigned int LoadFlags) Line 828 (0x8D12AEC) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!StaticLoadObjectInternal(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 915 (0x8D15BD4) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!StaticLoadObject(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 983 (0x8D167DC) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!USoundBase::PostInitProperties() Line 1254 (0xB19A4E4) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FObjectInitializer::PostConstructInit() Line 2838 (0x8D21088) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FObjectInitializer Line 2695 (0x8D20968) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2902 (0x8B4D070) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2371 (0x8B4CD84) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!ProcessNewlyLoadedUObjects() Line 2371 (0x8D00DF4) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!FEngineLoop::PreInit(const char16_t* CmdLine) Line 282 (0x8013F60) C++ Symbols loaded.
                Arkham-Switch-DebugGame.nss!RealMain(void* ) Line 198 (0x8032E4C) C++ Symbols loaded.
                The material in question is "/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial" so it's definitely something about the cooked packages being incompatible due to presumably gFur shader code. The given error is:



                Which corresponds to this block of code:

                Code:
                for (int32 VFIndex = 0; VFIndex < NumMeshShaderMaps; VFIndex++)
                {
                FVertexFactoryType* VFType = nullptr;
                
                Ar << VFType;
                
                // Not handling missing vertex factory types on cooked data
                // The cooker binary and running binary are assumed to be on the same code version
                check(VFType); <----------------------------This fails
                FMeshMaterialShaderMap* MeshShaderMap = OrderedMeshShaderMaps[VFType->GetId()];
                check(MeshShaderMap);
                MeshShaderMap->SerializeInline(Ar, bInlineShaderResources, false);
                }
                Hope that helps!



                I am getting a similar error when trying to deploy on Android (references VFType), when I run the app on the device it crashes and I get the following:

                Code:
                LogPlayLevel:   02-14 14:18:35.226 26956 26978 D UE4     : Assertion failed: VFType [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShader.cpp] [Line: 2390]
                LogPlayLevel:   02-14 14:18:35.226 26956 26978 D UE4     :
                LogPlayLevel:   02-14 14:18:35.227 26956 26978 D UE4     : [2019.02.14-03.18.35:227][  0]Assertion failed: VFType [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShader.cpp] [Line: 2390]
                LogPlayLevel:   02-14 14:18:35.227 26956 26978 D UE4     :
                LogPlayLevel: Error:   02-14 14:18:35.227 26956 26978 D UE4     : [2019.02.14-03.18.35:227][  0]LogAndroid: Error: === Critical error: ===
                LogPlayLevel: Error:   02-14 14:18:35.228 26956 26978 D UE4     : [2019.02.14-03.18.35:228][  0]LogAndroid: Error:
                LogPlayLevel: Error:   02-14 14:18:35.228 26956 26978 D UE4     : [2019.02.14-03.18.35:228][  0]LogAndroid: Error: Assertion failed: VFType [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShader.cpp] [Line: 2390]
                LogPlayLevel: Error:   02-14 14:18:35.228 26956 26978 D UE4     : [2019.02.14-03.18.35:228][  0]LogAndroid: Error:
                LogPlayLevel: Error:   02-14 14:18:35.228 26956 26978 D UE4     : [2019.02.14-03.18.35:228][  0]LogAndroid: Error: << callstack too long >>
                LogPlayLevel: Error:   02-14 14:18:35.228 26956 26978 D UE4     : [2019.02.14-03.18.35:228][  0]LogAndroid: Error:
                LogPlayLevel: Error:   02-14 14:18:35.228 26956 26978 D UE4     : [2019.02.14-03.18.35:228][  0]LogAndroid: Error:
                LogPlayLevel:   02-14 14:18:35.238 26956 26978 D UE4     : [2019.02.14-03.18.35:238][  0]LogWindows: FAndroidMisc::RequestExit(1)
                Last edited by snowUE; 02-13-2019, 11:20 PM.

                Comment


                  Thanks for the reports, will try to get this fixed asap.

                  Comment



                    But when will the update of top NeoFur come out, in which there is a dynamic fur ?! GfurPro is better only for splines that can generate. It's a shame 2 times to be disappointed with the purchase. Finally, make a dynamic support for wool and hair under UE4, let it cost at least $ 300, if only to simplify the creation of fully dynamic characters https://imgur.com/R5EiM8N

                    Comment


                      As far as I know, NeoFur is dead and no update will come. We might consider dynamic interaction in future update, but it doesn't seem to be an often used feature. Otherwise we have physics that reacts dynamically to the character's motion.

                      Comment


                        spline rig = (https://youtu.be/u63pELQu4IM?t=55 + reaction wind actor (http://api.unrealengine.com/INT/API/...ent/index.html) on ue4)
                        This should be enough because the wool is short

                        The graphics of games is rapidly improving, forcing users to purchase more powerful computers. Quantum computers are already close, is it necessary to limit products in possibilities so much for the sake of optimization? You can also create an additional successor from the current class with more advanced features.
                        Last edited by Dreika; 03-14-2019, 03:02 PM.

                        Comment


                          Quantum computers in real life applications, and even more so in games are really not that close :-)

                          Comment


                            https://www.techradar.com/news/compu...n-2015-1304263 on all dinamick world

                            Comment


                              Cool stuff.

                              Comment


                                Hi, I do have a question about the plugin

                                Is it possible to add a wet material over it ? For example for animal wet when raining or swimming

                                Thanks

                                Comment

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