This.
It’s the only thing holding me back from upgrading my project.
So excited by those teaser images too.
This.
It’s the only thing holding me back from upgrading my project.
So excited by those teaser images too.
Been a bit now, any word on 4.13 support? Looking forward to it!
http://wiki.neoglyphic.com/NeoFur_FAQ#Q:_What_platforms_are_included_in_the_license.3F
>> Q: What platforms are included in the license?
>
> The Pro license supports Win64/Win32, OSX, iOS, Android, HTML5, and any other platform Unreal Engine supports except Sony PS4.
Not support PS4?
Congrats guys on version 2 release! Looks like everything that i was looking for on updates was delivered. Reducing of poping on last LOD fade, improved LODing, easier morph/lenght implementation. Looking forward to test it out.
By the way is old version compatible with new one? For example if i want to update my current project with new Neofur will old Neofur be updated correctly?
NeoFur 2.0!
Hey everyone, we’re excited to announce that we’ve just released NeoFur 2.0!
This version comes with some fantastic visual improvements and an incredible jump in performance for CPU simulation platforms like Mobile and HTML5. We’ve added support for NURBS curves, a ton of per stand features, a few experimental goodies, and of course support for UE 4.13 and MacOS Sierra. In keeping with our goals, NeoFur is just as easy to use as ever. Stay tuned over the next week for upcoming tutorials on our YouTube Channel: - YouTube
Check out our updated website for an overview of what we’ve been doing and what others have done with NeoFur: https://www.neoglyphic.com/neofur
Check out the full ChangeLog here: https://wiki.neoglyphic.com/Changelog_-_NeoFur_for_Unreal
We’ve changed the way that we’re distributing NeoFur and all existing users should have received emails last night with a download link. Please let us know if you haven’t at NeoFur at neoglyphic dot com. For those of you who’ve been holding out, we’re having a sale to celebrate v2.0: use the code UNREAL20 to get a 20% discount on your copy of NeoFur.
Thank you so much for all the support you’ve given us as a community. Your excitement about our product is really encouraging for us to keep pushing and improving. We love seeing all the work that you’ve created with NeoFur so please tag us when you’re showing off your projects and we’ll be sure to share, like, and retweet.
Thanks again!
–Pete
@skykila - Your wait is over. 4.13 support is now out.
@Kenomica - Today is your upgrade day!
@Abs Inc. - CPU simulation does work with PS4 and with the perf improvements in NeoFur v2.0, this should be good for most people. We’re still working on the bug with native PS4 support.
@janpec - We haven’t come across any problems at all with compatibility with the previous build either in-house or with our beta testers. With any software update, make a backup of your project first.
Hey, man. I’ll jump in with Frequia and bswinbanks and ask if 2.0 does hair/long hair better now that it does per strand?
@Warcabbit - Unfortunately we still don’t officially recommend using NeoFur for long hair. The per-strand additions will help the fur look more like real hair but the real problem is that it’s not going to move like hair.
–Pete
Hey guys,
The editor is crashing when u try to use a skeletal mesh generated from an alembic import in a Neofur asset in 4.13.
@BLVD-MTL - can you email us the skeletal mesh that is crashing for you so we have a repo case? NeoFur at neoglyphic for com.
Done! Thanks for your time
The problem, a’course, is that it looks so good, but if my long hair looks different from my short hair, people’ll notice.
I’m okay with it not working ‘right now’ but is it something you intend to eventually pull off?
Hm. Doesn’t move like long hair. What if we combined it with a particle physics solution?
https://www.vicogamestudio.com/projects/vico-dynamicshttps://youtube.com/watch?v=lZt4gpF2NLkhttps://www.youtube.com/watch?v=59-rRRj3R3Y
Or Apex Cloth?
I can get it to move right, the part bothering me was getting it to be long and drawn out, maybe braided.
@peet808
“NeoFur Public Roadmap” update.
@peet808
> CPU simulation does work with PS4 and with the perf improvements in NeoFur v2.0, this should be good for most people. We’re still working on the bug with native PS4 support.
When will NeoFur be able to support PS4?
・This year?
・Next Version?
・2017?
・etc…?
[MENTION=15214]Aabs Inc.[/MENTION] - Sent you a PM. The difficult answer is that we don’t know when it will be done but we are working on it. We’ve been recommending our PS4 customers to give CPU simulation a go as we really did make amazing performance improvements with 2.0.
–Pete
Personally I think Neoglyphic should wait until things have calmed down on the PS4 platform, given the ongoing uproar with No Man’s Sky. PlayStation VR launches on 11th October, and in a month’s time it will be PlayStation 4K’s turn…
Perhaps next year, once both of these iterations have been out for a while, the studio will then be in a better position to offer scalability.
A licensing question for the devs :
If I release a model to the Marketplace relying on Neofur for its rendering,
Thanks !
@Pior I can answer the first one - Indie, Pro and Enterprise…
As for the second, I too am working on preset packs for the plugin, but I don’t think the studio has defined the terms of release yet for community-based content.
Hey Neoglyphic!
I’m getting a hard crash trying to use any of the mobile fur materials, both in a 4.13.1 project made from the VR template, and in the Neo Fur Demo project.
I can use the Optimized and Complex materials just fine, but want to try the mobile materials to see if I can get my character running more optimally.
Here’s the log from my project if I have a NeoFur component on something and set it to a material instance based on the Mobile Fur material. UE hard crashes with no warnings.
[2016.10.10-00.02.49:710][947]LogWindows:Error: === Critical error: ===
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 721]
[2016.10.10-00.02.49:710][947]LogWindows:Error: Rendering thread exception:
[2016.10.10-00.02.49:710][947]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1785]
[2016.10.10-00.02.49:710][947]LogWindows:Error: Couldn’t find Shader TBasePassVSFCachedPointIndirectLightingPolicy for Material Resource M_NeoFur_Mobile!
[2016.10.10-00.02.49:710][947]LogWindows:Error: With VF=FNeoFurVertexFactory, Platform=PCD3D_SM5
[2016.10.10-00.02.49:710][947]LogWindows:Error: ShouldCache: Mat=1, VF=0, Shader=1
[2016.10.10-00.02.49:710][947]LogWindows:Error: MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Masked, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=1, Distorted=0, WritesEveryPixel=0, ModifiesMeshPosition=0, Usage={bUsedWithStaticLighting}
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:732][947]LogExit: Executing StaticShutdownAfterError
[2016.10.10-00.02.49:737][947]LogWindows: FPlatformMisc::RequestExit(1)
[2016.10.10-00.02.49:737][947]Log file closed, 10/09/16 17:02:49
A similar thing happens if I try to load the mobile examples map in the Neofur demo project - UE crashes before loading the map.
Here’s the log from that one:
[2016.10.10-00.04.08:613][770]LogWindows:Error: === Critical error: ===
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 721]
[2016.10.10-00.04.08:613][770]LogWindows:Error: Rendering thread exception:
[2016.10.10-00.04.08:613][770]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1829]
[2016.10.10-00.04.08:613][770]LogWindows:Error: Couldn’t find ShaderPipeline DepthPipeline for Material Resource M_NeoFur_Mobile!
[2016.10.10-00.04.08:613][770]LogWindows:Error: With VF=FNeoFurVertexFactory, Platform=PCD3D_SM5
[2016.10.10-00.04.08:613][770]LogWindows:Error: FDepthOnlyPS Freq 3, ShouldCache: Mat=1, VF=0, Shader=1
[2016.10.10-00.04.08:613][770]LogWindows:Error: TDepthOnlyVS<false> Freq 0, ShouldCache: Mat=1, VF=0, Shader=1
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error: MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Masked, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=1, Distorted=0, WritesEveryPixel=0, ModifiesMeshPosition=0, Usage={bUsedWithStaticLighting}
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error: KERNELBASE.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Engine.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-RenderCore.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-RenderCore.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: KERNEL32.DLL
[2016.10.10-00.04.08:613][770]LogWindows:Error: ntdll.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: ntdll.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:639][770]LogExit: Executing StaticShutdownAfterError
[2016.10.10-00.04.08:645][770]LogWindows: FPlatformMisc::RequestExit(1)
[2016.10.10-00.04.08:645][770]Log file closed, 10/09/16 17:04:08
Any thoughts? Plugin and demo project were downloaded just a day or so ago.
Hi @Hyncharas, thank you for your input. The license makes sense - and as for the rest I suppose I’ll keep an eye on this thread hoping that a dev will drop by !