Yeah, the shader has a roughness slot either for a texture or you can use constant. Though I’m not sure how convincing the effect will be. Still the wet shader sounds like a good idea.
I can’t find anything on your licensing. I assume you require people to buy the pro version to ship a game with your shader?
Can i disable physics on a component fully? Very short fur I don’t need physics on. I can set everything to 0 but I am not sure if that actually stops the physics processing for that component.
Neofur’s morphing only works properly if the bottom half of all hair guide splines stand straight up, otherwise it will clip into the model on extreme morphs (not even that extreme actually). Neatly combed splines that grow sort of parallel with the mesh aren’t possible for morphs.
How’s that for gfur?
Is the pro version a bit more performant then the free version?
I tested it against the old neofur optimzed shader, and with a few very minor tweaks to the gfur blueprint (added an overcoat using the textures allready used by the blueprint, just adds 6 instructions, removed fresnel since I didn’t need it) I had it looking just as good as neofur.
Eventhough gfur looks a lot more lightweight to me the neofur optimized shader outperformed it by quite a bit, 10 fps difference. wich is odd, I allways assumed neofur was rather sluggish.
From a distance though, when the characters take up at most third screen height, gfur performs and looks better. Makes me think I am messing up with gfur’s lod.
Is there something in gfur that absolutely must be set up manually that I maybe missed, so I can squeeze out some frames? I’m fairly certain it should run better then neofur and that I am doing something wrong.
Hello, the licensing is bound to the marketplace rules, so you can ship your game with gFur free if the feature set is enough for you.
Disabling physics is available only with gFur PRO, so is morph support and grooming tools inside Unreal Engine editor.
You should expect similar issues with parallel splines to the surface because of the underlying principle which both solutions are based on (shell based fur).
For performance you should definitely use fur LODs.
hello can i change the color of the growth mesh material at runtime?
I would assume the same way you’d do it with any other kind of material change in runtime. Make a dynamic material instance, hook up some of the parameters to code/blueprint, and change them during runtime. Like for example the color.
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Heyo there, the plugin looks pretty interesting, and it’s great that the basic version is free, so that it’s possible to experiment with it a bit before going in for the full, Pro version.
I’m just curious about a couple things:
1: In the documentation there’s a reference to an ‘advanced’ shader with clumping and wind, I’m assuming this is pro-only, correct?
2: It seems like there’s a quality scaling based on rendering resolution/ screen size vs resolution system, separate from LODs. Zooming out will simplify the fur rendering.
Is there any way to adjust how this scales? A kind of negative LOD bias, if you will?
For something like a cinematic, it feels like the fur’s quality drops off faster than I’d like, unless I increase rendering resolution, which isn’t always practical.
Or is a part of this more that Unreal itself downsamples the quality of the material based on distance, which is far more visible on fur than on other objects?
It’s especially visible with thinner fur strands.
example: Just used the UE4 Mannequin, slapped some fur on him as an example:
Same camera position, at 50,100,150,200% resolution. At the same distance there’s a very large difference in fur quality/definition.
(No other changes than just adjusting rendering resolution. Open in fullscreen for a better view.)
Is there a way to override this, or adjust it as an additional way to control quality in addition to the LOD system? Or is it just intrinsically linked to rendering resolution?
i wish it was this easy, or i’m missing something here.
I’m doing exactly that, but it does not work
I’m also trying to make the dynamic material getting from the grow mesh but it does not work either.
or i’m missing something here or the plugin does not allow this, either way i need to know this before deciding to buy it.
Hello there !
Can’t seem to make your plugin work in 4.22.1. If I use it with instanced stereo or any renderer custom setting for what it’s worth, it refuses to load the project ( crash with “Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 2026] Failed to compile default material /Engine/EngineMaterials/DefaultDeferredDecalMaterial.DefaultDeferredDecalMaterial!” ) Or even with the worldgrid shader. Took me a while to understand it was your plugin causing this…
If I let the renderer with standard parameters, it launches but there is no way for me to package:
UATHelper: Packaging (Windows (64-bit)): Module.Engine.18_of_43.cpp.obj : error LNK2005: “public: static class FShaderParametersMetadata FBoneMatricesUniformShaderParameters::StaticStructMetadata” (?StaticStructMetadata@FBoneMatricesUniformShaderParameters@@2VFShaderParametersMetadata@@A) already defined in Module.GFur.cpp.obj
Any help or tip would be much appreciated, thanks !
(all of this happens in an empty project too)
Hello, is that free or PRO gFur? In any case, could you send us the sample project causing this? I suspect this could be related to the mesh refactoring that happened in 4.22.
This is the free version of gfur ! To reproduce the bug simply create a new project, activate your plugin then activate stereo instancing in the rendering section of the project parameters. Restart and it will crash at 45%.
I can confirm crash with instanced stereo. We have already a fix, will be doing some testing and submit an update.
As for the runtime change of material, turns out, this was missing in gFur, we have already fixed that and doing some testing. Update should come out soon.
Thanks for the reply, will be waiting for your update to change to 4.22.
Hello, we submitted update for both the free and PRO version of gFur. This adds support for dynamic materials and for 4.22 fixes crashes with instanced stereo and volumetric fog.
Update is out
thanks for the fast work, now i can change the material parameters at runtime
Update fixes the launching of the project in unreal but packaging is still a problem.
Module.Engine.18_of_43.cpp.obj : error LNK2005: "public: static class FShaderParametersMetadata FBoneMatricesUniformShaderParameters::StaticStructMetadata" (?StaticStructMetadata@FBoneMatricesUniformShaderParameters@@2VFShaderParametersMetadata@@A) d�j� d�fini(e) dans Module.GFur.cpp.obj
Happens in a full blueprint project using your plugin…
Will look into it.
Ok, fixed, we have submitted another update.
Update is out.
Hi, I have a question :
What does influence the thickness of fur ?
Is it directly linked to the number of polygons of the mesh ? Or it’s something else ?
I mean, can a low-poly model have same amount of hair (single hair) than a high-poly model ?
Thanks
gFur PRO 2.1.1 = UE4.22 only?
The last update fixed the packaging issue that was reported only on 4.22 and it even looked like 4.22 issue regarding the recent changes in engine.
Are you experiencing the same bug on other version too?