The way it was worded for me was your site “wasn’t configured properly”, and had an invalid security certificate, along with this message:
However, I was able to visit Torchpad’s main site - you should talk to them about it. Alternatively you could ask Epic about a subsection on the AnswerHub.
Hey this plugin is great! I’m just now dipping my toes into using it, but it seems super promising.
I’m also interested in getting things setup to be reactive to physics objects moving through a neofur asset. I’ll try and see if I can get radial forces going to effect the fur like you’ve talked about, but it would be cool to have an option to have physics bodies that pass through the shells to have some “wind-like” influence over them. So if a rolling ball moves through a set of shells, they’ll have some kind of localized inheritance of the momentum. Could be enough to sell the idea that an object is passing through the fur, I think.
Speaking of wind, would it be possible to have the fur react to forces other than radial impulses? So if I had a volume that constantly applied forces to things inside it like a wind-tunnel, then could I hook a neo-fur asset to it to allow the fur to react correctly? If I had wind tunnels facing in different directions in the level, the effect wouldn’t work too well with just a directional wind actor in the map. This could also allow for at least some level of manual setup of wind occlusion. So if I have some wind assets setup in an outdoor space and I transition inside a building, it would be awesome if I could have the fur stop flapping around as I walk in, but still allow my custom wind stuff to go on effecting things outside the window.
One bug I’m encountering is where on a large floor piece, like a poster in this thread mentioned earlier, the neo fur component will cull out erroneously. I suspect it’s the bounds of the component like was pointed out, since when I turn the camera to face away from the position of the neo fur component, that is when the fur will cull out. Unfortunately for me, manually adjusting the bounds multiplier doesn’t seem to have an effect. I’m running in 4.12 and have tried adjusting it on all the components on my blueprint. Any idea what else I can check on to get this fixed up?
Loving the plugin so far! Can’t wait to do more with it
@cman2k Awesome! I’m glad I didn’t sound totally crazy haha. Transferring any type of physics interaction would be really nice for environmental use cases for the plugin. I’m hoping to use it to coat some underwater surfaces in algae or very fine seaweed-like substances. Would be really awesome to see it deform or react a little as your player moves through it. Since it’s a physics-based game, it would make sense to tie it all together.
I’ll look into the localized wind components! I wasn’t having much luck with them but I’ll take another crack at it.
I can definitely send along the pieces I was using to build this floor / wall piece out if that’s helpful. Thanks for being willing to check it out!
@cman2k I was able to repro the culling issue by pulling out the default plane static mesh packaged with the engine and using it as a growth mesh, then scaling up the blueprint it’s on by 5x. If you turn your camera away so that the neo fur component is out of the view frustum, all the fur stops rendering.
Also the point wind seems to be working, but it appears the entire fur component is effected by the same wind direction and magintude, so as I move the wind actor around the fur component, all the fur on the actor deforms in the same way. Is it possible to get this interaction to be more localized to the radius of the point wind? I supposed a workaround for a lot of this would be to chop up my growth mesh and use many separate fur components to drive the simulation. But it would be awesome to not have to do that for environmental pieces like this. Thanks for looking into this stuff. Can’t wait to use the plugin more
Since there hasn’t even been an acknowledgement of this, I am going to assume that you are in fact trying to take a long-known technique and claim it as your own, which is disgusting and shameful.
It also seems a (rightfully) upset post from someone else on the same topic was removed. That is a shame as that person also had a very valid point, and like my previous post it was also not even acknowledged to any degree. This isn’t some minor issue, or a grievance with this plugin. The problem is the patent, as without some simple clarification, it appears to be an attack on the artistic process. My only hope is that Epic or some other sensible entity notices this and prevents you from patenting this.
First, Disgusting and shameful are things you probably should not say right now, at least until you don’t know the contents of the patent.
Either you wait for the patent to be official, request a copy and if you find indications of foul play you start a legal action or you just use the plugin without thinking about it too much.
In any case UE4’s eula is pretty strict about requirements, so I’m sure Epic and Neoglyphic have already judged the patent request as not harmful (since it’s already on the marketplace).
Second, It doesn’t seem to me as an attack on artistic techniques. Like anyone in the world, I can take any idea, invent a new process over it and patent the process (which some friend of mine actually did).
Are you fearful you will not be able to use the same technique on other games or engines? Do you think you’ll owe neoglyphic money over it?
I’m sure the patent office has pretty competent people around, and can easily spot any foul play before giving out any rights if the patent is about the multishell algorithm.
Most probably it’s on the usage process and the flow maps. And maybe some parts of the shaders. I could be wrong though.
If not they will probably start asking money from everyone in the future, but it doesn’t seem to me that they would have it easy: the patent argument is very difficult to defend with that much information about the technique already on the internet (not counting released games).
Third, posting stuff like this without any proof of foul play is gonna hurt neoglyphic in sales and pr management.
So it’s not really wise to stir up problems without any proof about your claims.
Their silence can be assumed in any way you think of, as it’s your right, but if you start to be explicit about it by writing it out you can be liable for your words.
Are you prepared for reparations if it actually turns out they are totally in the right?
Seems like a DonQuixote-sque argument to me. Nothing is patented right now (is it still pending right?), so you have nothing to fear. They also did not write any patent pending filing number to identify it, so it could be very well marketing stuff.
If you wanna be sure you can always ready yourself to deny their application under US law:
These are the most sensible steps to take if you really think you are in the right. If your argument is solid i’m sure you’ll find a lot of support in the community, since noone in his right mind wants to shell out $ in rights to use fake fur
I just made a search for patents and found nothing. Means it’s not on neoglyphic entertainment inc. but on a single person (which i bet it’s the owner of the company).
Company details in the california registry and who.is records are also a little sketchy, but that’s probably because of a skilled accountant/lawyer.
Sorry for the long post, It’s not that i’m dissing your point (it’s the other way around actually), but the line between right and wrong blurs considerably if you use language the hard way.
Better be sure and safe than sorry
My only concern is that this is a patent on technique (shells to fake volume, flow maps, dynamic movement, etc) rather than the product in its entirety. I understand why there would be a restriction on selling a very similar fur system on the marketplace. It’s a very simple clarification that, unanswered, is distressing to artists like myself who use these techniques.
IIRC i don’t think you can patent single techniques that have been out in the open before. What the author could do is patent the bundle of tecnhiques with the process attached (custom workflow), which basically means the product.
If it’s like this you should have no problems using the same technique, but if you code a plugin with the exact same workflow and sell it you’re gonna infringe the patent.
Other than that it’s the grey area of law. nothing anyone can do about that.
Guys would it be possible to consider for future update a feature where fur can be aligned within XYZ vector direction? What i would like to achieve is that fur is following flow from head to tail of animal in same direction , using splines that can be easily achieved by brushing them in correct direction, but since i am not using them only using texture map for gradient that would be helpful. Maybe someone else would agree for use of this.
Correct me if I’m wrong but it seems you are trying to be the exclusive solution for fur in UE4. It wouldn’t be right to restrict other artists from using a similar combination of well known techniques for any purpose - aside from preventing a direct copy for sale, which with my limited understanding of law would warrant a copyright, not a patent.