DX11 hw level required, otherwise should work.
Sorry for the lacking manual, we plan to work on that.
It’s turning out that the splines are issues for quite a few people and it’s not easy to export them. For that reason we are already working on an update that will allow you to do more or less the same via meshes.
For now - spline guides need to grow from the vertexes of the mesh. Then they need to be exported to fbx and they should be exported alone.
Once you export them into fbx (and you can do that directly into the UE content folder) gFur will recognize the file and import it as fur guides.
When will i be able to use this on Static Meshes?
Since the engine has support for per-project shaders nowadays, is there a reason why the .ush file couldn’t be copied there?
Great plugin! Thank you for making it free~
I’ve encountered a minor problem with splines as well. I’ve been using Maya with Shave and Haircut plugin, which does exactly what is needed: creates guides from vertexes. But after converting guides to splines and exporting them to fbx the fur in engine just desapears. As if it doesn’t pickup splines at all.
I’ve noticed you mentioned Hair and Fur in 3dsmax, so I’ve tried that as well…and it works!
Not sure what is the reason, will do more testing next week, just wanted to share so it would help other people.
So, I’ve been messing around with the plugin. A LOT. It’s possible to export from Maya, you just need to have all curveShapes under one transform node.
But there is other problem. The same steps that work on cube mesh, do not work for cillindrical mesh. What could be the reason of it?
I’ve tried remodel cube to shape something similar of cillinder, and only SOME splines stopped being picked up by shader! So it’s partially bald, although I’m remaking and reexporting splines anew. So it looks the shape is actually affecting if splines work or not, which I believe should be a bug or something.
I’m looking forward for new implementation of mesh controlled styling in 4.19. But I also hope it would work in 4.18 as well.
P.S. It could be much easier to debug if we could see splines in engine. HairWorks have this option.
Not sure about the issues with Maya. Spline visualization for debugging purposes is a good idea, will see if we can get that in.
Fur generation via meshes is already done and working. We want to release the update this week and the mesh generation will be updated in UE 4.16 - 4.19.
http://gim.studio/gfur-user-manual/#…-6f0a3b4f-9d00
> For full source code access, you have to register on GitHub and send your user name to “gfur.source@gim.studio”.
[EMAIL=“gfur.source@gim.studio”]gfur.source@gim.studio
The email account does not exist.
Ah, tiny mistake
gfur@gim.studio should work
Advanced Shader
01 – Basic
02 – Fur Pattern
03 – Fur Thickness
04 – AO
05 – Clumping
06 – Wind
08 – Rim Light
07 - ???
Dirt, but that’s not yet supported.
Will the support be:
Collisions: checkpoint all meshes, checkpoint coordinates of the cursor + normal clasp for fur (the smoothness of pressing the wool with the texture of the cursor is taken from the speed of the cursor movement, that is, when the click on the wool is quickly moved less smoothly than when the cursor moves slowly and clicks).NeoFur 2.0 Hair Fur Plugin for Unreal Engine 4 - YouTube
Dirt: co-ordinates of the overlay, color, normal, weight coefficient, fluidity (pulls the color and normal in the direction of attraction given the strength of the wind). Dirt is a component that takes parameters during the game and imposes them on wool or mesh if there is no fur on the mesh. Wool becomes heavier depending on the normal dirt, multiplied by the weight coefficient. If the object is dirty, then the colliding object with the dirt component generates dirt subtracted from the collision object. Event Cleaning is triggered by a spell, removing dirt;
Moisture and effects:
General parameters: Color of water, Drying time, Wetness% depending on which droplets droplets of a specific color of water, the wetness decreases depending on the strength of the wind. If it’s cold then icicles are formed on the wool.
Special types of imposition of humidity and effects parameters:
TriggerVolume for puddles, seas and pools with the effect of wool from the water
The component filling the mesh with water for dishes (you can splash water and make someone wet, well, or a shaggy paw in the borscht splash) and the bath when moving in the bath creates a damped swish of water with the wool immersed in it.
A shower component with a parameter of the pressure force of the jets from the texture (texture, pressure force)
Event Wash is triggered by a spell or immersion in the water setting 100% of the Wetness.
Event Drying is triggered by a spell, setting 0% of Wetness.
I’m not sure I understand, but we will consider all requests for future updates. In short term we have some more important features on the plan.
I used the plug-ins and got very good results, but I still don’t know how to create and use “Fur Spline”.
I believe that many developers have the same question. Cloud you please make a video tutorial to help us?
Thank you very much!
Hi there, super new to Unreal and modeling, so I apologize for the clearly dumb nature of this question. The guide is super helpful, but I’m kind of lost at the mesh part. I’m working with a .fbx 3D object and don’t see any “Grow Mesh” options to work with. Am I missing something really obvious? Any and all help is super appreciated!
> Fur Splines
> Without the Fur splines, fur will “grow” from the “Grow Mesh” uniformly.
Please support “height map texture”.
That’s quite a lewd name for a plugin.
Yes, that’s coming in the next update.
As lewd as your mind makes it so.
I can’t get fur splines from Maya to work. When I try to import the curves as an FBX, UE4 is giving me an error. I tried both, export as one and as individual curves.