gFur, free shell based fur plugin

Do those spline “grow” from vertexes of the mesh?
Also, we almost have a set of blog posts ready - explaining gFur in quite a detail. Will try to get those out asap.

They do. But again, UE4 doesn’t seem to accept FBX files with nothing in it but curves in the first place. Do you also get that error message when importing the FBX?

Did you try manually import? At the moment it seems like autoimport fails, but if you import manually, it works. If it doesn’t work, could you please send the meshes and splines to gfur@gim.studio?

What do you mean by manually import? Is it different from right click in the content browser -> import? This is what I’ve been doing.

Yeah, I meant that kind of import vs auto-import. Could you please send those files for debugging?

Here are the basic test files, thanks for looking into it!

Thanks for the files. I didn’t think of Nurbs curves to be honest. I will forward that to our programmer and hopefully we can support those too. Because so far we have been only working with “spline objects”.

Thanks! It would be essential for us Maya users.

When is the next update?

Hi everyone,

First thanks for this great plugin !

Like others I have troubles with the Fur Spline, so I have try with guide mesh. But it does not work better for me.

Can you explain how work these mesh guides ?

Thanks

Hello there!!

I come with some feedbacks, after playing a lot with the plug-in and encountering several problems like everyone (Fur Splines, etc) i got 2 big hints for G Fur users:

-Definitely, Maya isn’t a viable choice for now. Even if you succeed to create the curves they won’t be recognized by the plug-in, so better go on 3dsMax and create using the Hair and Fur.
-Ambient Occlusion can be kinda tricky, it looks like the mesh topology is really quickly visible; as you can see here, so better keep it low.
-I still got some problems with complex shapes; my curves are good this time, even removed the potential rigging / skinning problems, and did different try with differents Splines (Some of them being simple curves along the normals) and it looks like still some of them are not calculated. I put the minimum furr lenght in positive, but it doesn’t change anything. So, based on what i read before (as seen here: ) could it be a bug related to complex convex/concave shapes?

Of course, without any curves it works fine but just grow along normal with the same lenght.

Thanks for taking the time to come and read our crits!

The sample gfur content seems broken. So it’s hard to figure out how it works. I’ve attached some images to explain. Does anyone have some example content they would be willing to share?

Also, is there a way to import splines from maya into 3ds max and then re-export, what makes it work out of max and not maya?

Does this plugin work for static meshes? This looks like a perfect system for grass and stuff

Sorry for the issues. We have been too busy, but are getting back to work more on gFur and finally some better docs.

gFur doesn’t yet work with static meshes. Feature will probably come with gFur PRO.

This plugin is invaluable for a game I’m working on so I thought I would help the GiM guys out by posting this for the people requesting growth maps. It’s a quick and easy guide on how to implement them manually by editing the GFur_Standard_Shader_SH shader. For the map I just used a black and white gradient I made in Photoshop, but obviously this can be tailored to suit the UVs of whatever asset you have! Hope you guys find it useful.
Jack

Well jack, heightmap is a pretty nice workaround, and your efforts for this litte tutorial are awesome.
But I want to know more about the Guide Mesh in Gfur Component.
Heightmap gives no control over hair alignment/bias/direction like the splines do. And a blender user has no chance to get fur spline guides to work.

The Gfur Documentation says nothing about the Guide Mesh. But this is the very important thing to know.
Please Gfur Guys I beg you so much. Please explain how to use the Guide Mesh!

Hi folks, I know, horrible delays and all that. We are trying though. 4.20 update is almost ready and I hope to have much better docs out asap.

I noticed the update went live, thank you GiM. Didn’t see any update to the docs regarding guide meshes? That’s still in progress right?

Yep, docs are work in progress, but it’s “any time now”. Free gFur now has the height map option to tweak the height of fur.
gFur PRO is getting update too - static mesh support.

Does gFur work with consoles or is it strictly Windows only?