NeoFur - Fur, Fibers, Fuzzy Surfaces and more!

@cman2k I get what you’re saying about combining a growth mesh and a growth map together for fine control, and that’s valuable, but is that advice suggesting the pixel issue is unavoidable? It’s not that it ruins things for characters, but IMO part of the beauty of this plugin is that you can literally slap it on any cube and you’re rockin the fuzzbox…snap, I actually got that out in clean context! A growth mesh is out of the question on those types of assets, so what can we do then?

Also, I don’t think this is a problem with the plugin at all. I think it’s simply with the material. I’ve yet to be able to get back to investigating, but I just don’t see why it’d show stray pixels in the first place. What kind of blending mode is the material using? Is it dithered masked? What’s the culling set to? There’s got a be a way to push those pixels to 0 alpha.

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Are dynamics supported? I was thinking if it cheap (performance wise, especially on mobile; or possible at all) to have grass parting when an actor moves across and then going back to initial state (or staying parted).

Thanks

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Do you happen to have a screenshot of what it would look like? I think it just might be what I am describing.

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@cman2k I’ve tried every compression setting with no luck. I’m doing it with a completely black growth map and these are the results.

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@cman2k I think we’re close to a solution. I can see the master material is too aggressive in the alpha clip value. It’s set to 0.0 from its default 0.333.

A setting of anything below 0.333 results in visible pixels so the defaults seems to be best. It is, however, also tied directly into the pattern alpha for the fur itself, so altering this heavily affects how thick the strands of fur are. The more you want to clip the glitchy pixels, the thinner the fur becomes.

I’m gonna admit it, I still feel like something’s off on this. 0 clip should work and a black alpha shouldn’t show pixels no matter what.

I also forgot that I don’t have dithered alpha checked and the material is set to masked. It’s bitmap, 0-1, on-off all the way.

I’ve tried every AA method. None, FXAA and TemporalAA. They cause varying dither patters, but that’s all.

Lastly, it’s not the end of the world and it doesn’t truly break anything so this is just a small hitch imo. I can counter it fairly effectively givne the lucky fact that we have access to Opacity Mask Clip Value within the Material Property Overrides of each Material Instance. So fixing the bee thins out my rats now only if I fix it in the master material.

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Hi guys,
Just wondering if you could list the options for generating fur direction? I know you have the ‘shave and haircut’ in Maya approach. Can Maya’s Groomable Spline workflow also be used? Also for simple fur, is there another way to add direction to fur (For example using the normal direction of the vertices to indicate direction)? I’ve tried this last approach with poor results. It does work, but its very very hard to control.

Would love to hear what all the options are for generating fur direction data.

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If this was on the marketplace I’d instantly buy a personal version for the $30 I got from subscribing to unreal in the past. There doesn’t seem to be any other fur solutions on the marketplace currently.

EDIT: MY first post asked how I could do this, so here’s the answer for anybody stuck getting a material instance of the fur to work runtime.

It was nonstandard for me to do something other than right click off a pin of an object and go straight to “CreateDynamicMaterialInstance”. In this case, NeoFur returns None for that.

You have to create a new DynamicMaterialInstance by right clicking with nothing selected and make sure to choose your Material Instance or Master Material as the Parent. It will transfer current settings from an existing Material Instance.

You can then promote that and assign it directly to the NeoFur component and it works no problem.

eaf32f8fc5d2a4f152402fa12f7e0f76248b403c.jpeg

Here, “Fur Material” is now tied directly to the NeoFur.

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@cman2k Did you want to start a support thread so you can separate it from your announcements and WiPs? I’m starting to need more help as I dive deeper.

I’m trying to create a customization UI. Fur Quality (or # of shells) is something I’d like to also adjust runtime.

I don’t know how to grab the “Neo Fur Near Compression Skeletal” node from the Demo project. When I copy/paste to mine, it says “Conflicted nodes substituted during paste.” and does nothing.

I don’t really want to migrate from that project because it’s wanting to also bring in the NeoFur materials I’ve already edited on my end.

What is that node and where is its source? The demo is in 4.9 and my project is in 4.12 and I can’t find that function or node in mine anywhere.

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There’s a small issue with Firefox - in the latest version (47.0), a lot of websites malfunction or are now blocked by its new security measures… this includes the NeoFur Documentation site.

It would be useful if the documentation could be compiled into a PDF.

I can confirm this happens on Chrome version Version 51.0.2704.103 m (64-bit) (Latest as of today). The site throws a “Your connection is not private - Attackers might be trying to steal your information from neofur.torchpad.com” error.

The store over https://store.neoglyphic.com/ seems fine , which is curious because they are obviously different domains.

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