Hi I have just installed UE 4.12 (From the Launcher), and wanted to install the NeoFur plugin. I have downloaded the 4.12 version of the plugin from GitHub, and copied it to \MyProject\Plugins. (I have the personal edition) But when I try to open my project UE4 complains about “Missing or incompatible modules in NeoFur plugin”. I just noticed that on GitHub personal_4_12 is exactly the same as personal_4_11.
Heya,
A couple of questions:
- You mentioned something about tracking project names? Our game is still very much under NDA and we aren’t allowed to talk about it. How does that factor in?
- If I understood the previous discussion correctly (only had time to glance it over, sorry!), you can’t package a project using the personal version?
- Is there a limitation for fur length? Will it be usable for long hair?
- Do you have upgrade plans? If I buy the personal one now, can I upgrade to Professional without paying the full price again?
- Does it work on the PS4?
Best regards,
Damir H.
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Thank you very much. Took advantage of the discount and got the indie version for now. Our project’s budget will require the pro version though so once we get to the “get all licences in order” part of our production I’ll send you guys an email for upgrading. However I need one more clarification:
What do the “compiles for all supported platforms” and “supports custom engine code” entries mean? We compile the engine from source (with our own additions and changes). Does this mean the indie version won’t work with that?
Good work!
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Thank you very much.
Hmm… this is weird. I pre-compile my plugin as well but there’s nothing stopping it from working with any sort of engine version as long as it’s placed in the project’s plugin folder and the project is a C++ plugin. Will be quite a shame if I can’t use it without the pro version
I have a bug in 4.12. that’s a bit strange.
When I first opened the project, I had a character with the fur on it and it was seemingly fine. This was a map that was set to load in the 4.11 version and the work I had done was from that engine. Loading the project in 4.12 merely picked it up where I left off in 4.11. I didn’t notice anything wrong.
I loaded up a different map and all the fur on that map was broken. I could see the shells and I could see the material on them, but the alpha channel wasn’t doing anything. Basically you couldn’t see through the outer shell.
I added a new neofur component to different object and it wouldn’t generate the shells at all. At that point, the other shells disappeared off all objects. I don’t know when it happened as I was zoomed in on the different object. I just realized it wasn’t doing anything and backed the camera off to go grab the first object that was showing shells and… they were gone.
I went back to the first map with the working fur and… the fur is gone there now too.
There’s now no evidence the plugin is doing anything in 4.12. It worked for a second, but I don’t know what caused it to break. It’s still installed and activated in the project and it is the new 4.12 update. I get no errors, warnings or anything about the plugin.
It’s still fine in 4.11 obviously.
Is this just me?
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I hope to get the plugin before the discount ends, as I want to try and see if it could work in conjunction with SpeedTree meshes (moss)…
You should have a gallery on your site of examples of other people/teams using NeoFur in their projects. Last month, MIT developed 3d-printed fur as part of an experiment, so you might want to reach out to them as well - if NeoFur controls the fibres’ thickness in UE4, it might be able to do the same when printing a 3d model from the engine.
@cman2k - I have the Indie license. I can’t think of any details that would help reproduce the problem.
I plan to run a test by completely reinstalling the plugin. I’ll delete all neofur assets and materials I’ve created and then remove the plugin. I’ll then make sure the editor’s fine and then I’ll put the plugin back in to test. I can record it while I do it, if that helps.
I’m not concerned about lost work as I just picked this plugin up and I haven’t done anything but tests at this point. I just want it to work again.
I’ll also try a brand new project in 4.12 but I can already guess that works fine.
EDIT: I tried to reinstall the plugin and I had no luck at all. It still didn’t show up. I am, however, resolved.
I deleted the entire 4.12 project and created a brand new copy of it from the 4.11 version just like I did in the beginning. I can’t seem to break it yet.
I DO have two visual bugs I’d like to address.
The first is that when applied to a skeletal mesh, when the camera enters in the visible radius, it always draws in T-Pose for a single frame.
-I think the pose need to update before it unhides. To test I just move the camera back and forth in and out of the draw radius so it pops in and out and you can clearly see it pretty much every time. This is on a pretty low res growth mesh of about 900 tris.
The second is when using it on a large object with a very far away origin, the entire thing flickers on and off randomly. It stops doing that if you have it selected.
-Hard to explain this test. My house is 15x larger than a normal scaled building using centimeters in UE4 because my characters are adorable little turds. All of the rooms are split into separate meshes but for ease of application, I left all pivots at world 0. That way I just built the whole house at one time.
So what I have is about a 70 polygon mesh making up the floor of a very large room that's on the 2nd floor of a very large house with the pivot about 5000 units below it. However, setting the camera draw distance, lod distance...etc to very high values so that it's definitely NOT those settings doesn't fix it. It's a fast flicker and I don't have to move the camera for it to stop doing it for a little while and then pick up again. It never does it up close but from about 200 units away from any vertex it will start.
Oh, and lastly, I might of done things differently this time to get it to work. I’m not sure.
When I convert the project to 4.12, well it doesn’t automatically convert the plugins folder contents or anything. That stays 4.11 and the engine tries to open the project automatically without choice so I don’t get a chance to intervene and swap the plugin files with the 4.12 version. It asked if I wanted to disable the plugin and I can’t remember what I picked last time, but this time I task managed that part and swapped the plugin out and reloaded it without issue. It doesn’t seem like how you would want us to do things though.
and FINALLY!!! I don’t know what this is related to but I’d like to kiss it in the face hole. My project went from an average of 50fps to topped out at 120Fps in the exact same scenes almost entirely across the board. On my persistent level with 12 other maps loaded together I now get about 90 solid FPS in 4.12 vs 30FPS in 4.11 and also 30FPS in the busted 4.12 I had this problem with. This isn’t, however, related to neofur as it was that low before I picked it up. I’m constantly getting comments about performance and I keep insisting that’s just bad level optimization and nothing to do with neofur. Now I have proof, it’s solid FPS with the fur blazing. Something else unhinged itself somewhere along the line and I don’t know how understand it. Maybe when I killed the process on the first open it didn’t do something it wasn’t ever supposed to? I have a caveman’s level of intuition about this and I’ve already hammered the side of my case.
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@cman2k confirmed the 2nd issue is resolved by increasing the bounds scale on the placed assets. TYVM
In this image I’m using a very aggressive growth map. It is solid black and solid white. There’s no separate growth mesh, the entire bee is shelling.
Is there any way to avoid drawing the areas of the shells where the growth is supposed to be 0? I feel it’s somehow clamping itself above zero.
A separate growth mesh solves this but the growth map is super useful and I would love to use it. If these are the best results, I can’t. It’s just too noisy and intrusive and everybody’s going to question it.
Is this just me doing something wrong? I’m assuming everybody sees this too.
Does NeoFur come with all kind of presets for fur/hair ? (at this point in my indie dev “career” I would rather not pretend to be an AAA studio and use existing assets if possible)
Thanks
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looks awesome
edit: forced my hand i had to pick it up so i can go find a way to break something >_< (i cant pass up good sales)
Hi, I wondering what is your setting and texture to achieve the one on the right (black/grey)?
cheers
https://dl.dropboxusercontent.com/u/80352/neo_forum_posts/two_paths.jpg
I was thinking about using this for grass, but I wonder if fur has any support for LODs (basically reduce density/complexity with distance to the point where it stops drawing completely after certain distance from camera or actor, if it’s non-FPS view) ?
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