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Hair Designer - Dynamic hair & fur tool

Discussion in 'Assets and Asset Store' started by kalagaan, Sep 16, 2016.

  1. kalagaan

    kalagaan

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    These videos are really simple physics samples, the final version will be better because the strands will grow from the mesh surface and the physics will be accurate to the haircut design.
    I'll also add more constraints, so it will be possible to create really complex haircuts with accessory :D (lock/unlock some strands)

    I'm working hard on this, and I can't wait to push it on the assetstore and see what people will do with it! :p
     
  2. kalagaan

    kalagaan

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  3. wetcircuit

    wetcircuit

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    :eek::cool::)
    SOLD! TAKE MY MONEY!!!!

    oh wait, I already bought it… :p
     
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  4. kalagaan

    kalagaan

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    It will be included in HairDesigner 2.0 :p
    I think that this update deserve a major version number :D
     
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  5. wetcircuit

    wetcircuit

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    I will buy again to get that cugine hair! :p

    Screen Shot 2021-09-26 at 11.07.38 AM.png
     
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  6. kalagaan

    kalagaan

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  7. kalagaan

    kalagaan

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    I've improved curl & wave :D

     
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  8. wetcircuit

    wetcircuit

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    wowwowwowwowwow!

    All that volume is the hairs colliding with each other?

    the physics looks so FUN!!!! :p:D
     
  9. kalagaan

    kalagaan

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    There's no self collision yet, the physics simulation try to keep the original haircut shape.
    I'll add a basic self collision pass, it will be better for long hair.
     
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  10. kalagaan

    kalagaan

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    WIP : plane collider test

     
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  11. kalagaan

    kalagaan

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  12. Exeneva

    Exeneva

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    Are these example hairs included with the asset? Would love to just copy them over to my character to test them before deciding to fully go with Hair Designer or not for a hair solution.
     
  13. kalagaan

    kalagaan

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    I'm still working on this new generator type for HairDesigner, so this is not included in the current version.
    It will be available in the version 2.0
     
  14. Exeneva

    Exeneva

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    Okay, I will wait until version 2 to try this out.
     
  15. MartinOrtiz

    MartinOrtiz

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    The web page demo worked...
    But it didn't work in Unity3D
    I am using Unity3D 2019.3 (due to another plugin)
    When I run the demos in your Demo folder, the output is pink.
    There are no errors in console window.
    (I have a "game" pc machine)
     
  16. kalagaan

    kalagaan

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    The main demos are done with the built-in render pipepeline,
    if you're using HDRP or URP, you have to install the packages included in the 'addon' folder.
    The addon will install new demos and specific shaders for URP or HDRP.
     
  17. MartinOrtiz

    MartinOrtiz

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    I tried Haircut demo in latest version of Unity3D.2021.1.
    When run, the demo is solid pink.
     
  18. MartinOrtiz

    MartinOrtiz

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    OK, after doing that, it works now! Thanks alot for help!
     
  19. Duende

    Duende

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    Hi Kalagaan! Here I'm again to ask you if there is any progress about blendshapes compatibility with long hairs. :p
     
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  20. kalagaan

    kalagaan

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    I'm working on a way to snap the root position to the mesh surface in the motion system itself
    (based on a custom skinning system).
    The long hair and the strand layer will share the same motion system, so both will be compatible with blendshapes.
     
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  21. Duende

    Duende

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    Wonderful news then! :D I'll stay tuned for updates. :)
     
  22. hecali_aj

    hecali_aj

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    Hello @kalagaan ! I've searched for hair tools and filtered only the Android and iOS ones. Your tool appeared on the search list, but when I read the description, is says that mobile is not supported. Can I ask if it's really not supported?
     
  23. kalagaan

    kalagaan

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    The package doesn't include specific shaders for mobile, there's no limitations so it will work, but I won't provide optimized shaders for mobile.
    The advanced fur layer works only on windows devices, because it's a DX11 shader.
     
  24. rz_0lento

    rz_0lento

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    Is 2.0 going to be a separate asset or will it be free update for existing users? (mandatory question since the Hair Designer is on sale atm so people probably want to know if they are buying a thing that is soon going to be replaced by a newer system or not :) )
     
  25. kalagaan

    kalagaan

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    It will be a free update from the current version, the strand system is a new layer type that you'll be able to choose on the component.
    It will be only available on the latest version of Unity (2021.2) because it requires a new shadergraph feature,
    but all the other layers will still be compatible with older versions of Unity.
     
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  26. kalagaan

    kalagaan

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    WIP : Here a mix shell & strand

     
    Last edited: Nov 20, 2021
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  27. reggie_sgs

    reggie_sgs

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    I've been looking for a hair solution for a while that will allow us to make hair for our custom characters. We don't need the physics so much as we need a tool to allow us to just create hair meshes. Is it possible to use the tool to create hair but not run the physics for performance reasons? Also, do you know if there are any compatibility issues with PS4/PS5 as we develop for those consoles. Thanks
     
  28. kalagaan

    kalagaan

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    You can create custom haircut with the tool.
    There's different layer type :
    - short hair : create a skinned mesh based on the character bones
    - long hair : create a skinned mesh using its own bone system (attached to the character bones)
    - fur shells : create a fur mesh at runtime based on textures
    - Advanced fur : generate DX11 strands (only compatible with Windows)

    short hair, long hair and fur can use a vertex shader motion system : the motion zones
    The short hair layer includes a GPU motion system for its bone hierarchy.
    Both system can be disable if not needed.

    I didn't test it on PS4/PS5, but only the advanced fur should not be compatible.
    If you're using URP or HDRP, the package includes addons. The shader are made with shadergraph, so the compatibility with PS4/PS5 should be done by the shadergraph API.
    If you have any issue, please let me know.

    Have a look to the video tutorials

    note : the strand system (latest images/videos on the forum) is not yet included in the package.
    It will be available in the version 2.0
     
  29. reggie_sgs

    reggie_sgs

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    Ok sounds good, we'll give it a try then. Thanks.
     
  30. kalagaan

    kalagaan

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  31. Duende

    Duende

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    Hello! I took advantage of the discount and bought your asset. I have tried to add hair to my model but I can't, it is not the final model that I will use in my game but I would like to know why this model is not compatible with your asset. Shall I send it to you by private message?
     
  32. kalagaan

    kalagaan

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    Please, send me an email (contact@kalagaan.com)
    I'll have a look ;)
     
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  33. Duende

    Duende

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    Hi! Thank you but it was a false alarm. I have been experimenting and learning to manage the asset, I have a couple of questions:

    1- Is it possible to make the hair scarce? In the same way it can be made shorter or longer with the parameters Cut and Length. I'm not sure if it can be done in runtime because, from what I've seen, it would be something that I would have to do in the design tab. For example reducing the strand count or changing the hair texture, but it would not be dynamic or in runtime.
    2- Is it possible to progressively create gray hair?

    By the way, about this:
    I forgot to ask you, is there an ETA?
     
  34. kalagaan

    kalagaan

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    1. In the built-in RP, you can change the alpha value for changing the density og the hair.
    Maybe I should add more parameters for a better control of the thickness.
    URP and HDRP shaders have different settings.

    2. You can only change the colors in the shader param at runtime.
    You could create some white and grey strands in the texture (you can create different colors) and change the color from black to white in the shader params. So you'll get white hair.

    3. I have to finish the tool integration of the strand layer into the HairDesigner system.
    Sorry, I don't know yet when it will be done, there's some bugs to fix.
    Then I'll add the feature for the long hair layer.
     
    Last edited: Nov 25, 2021
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  35. hecali_aj

    hecali_aj

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    Got it! Another question, will the new strand system work on mobile?
     
  36. kalagaan

    kalagaan

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    The new system should work on mobile, but the performances will be better on the latest devices.
    It uses compute shaders for the simulation, and the system generates the polygons at runtime.
    All is procedural and it's driven by the GPU, so it will be possible to use the LOD system for better performances.
    I'll do some tests on mobile when the tools will be done.
     
  37. hecali_aj

    hecali_aj

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    Awesome, thanks! Fingers crossed for the runtime hair cutting feature when it's released. :D
     
  38. reggie_sgs

    reggie_sgs

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  39. kalagaan

    kalagaan

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    The tools for editing the haircut should work at runtime, I'll add a cutting feature, maybe for the first release.
     
  40. Duende

    Duende

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    Ok, thank you very much! I will try it. :)

    One more question, the hairs that I create in built-in RP also work for HDRP? I mean, could I load those layers in HDRP and edit them?
     
  41. kalagaan

    kalagaan

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    Yes, if you change the render pipeline, the mesh will be the same, but you'll have to replace the material and change the shader settings.
    Each layer type has a default material, when you use URP or HDRP, the addon will install the default materials for the current RP.
    For the Fur layer you can use the same textures in the material settings for Built-in, URP and HDRP.
     
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  42. Duende

    Duende

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    Perfect! Thank you!
     
  43. ms502040

    ms502040

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    Hi,
    I have some questions.
    1. is defered rendering supperted? in Built-in RP
    2. blendshapes support is only on short hair, so i cannot use for example head size morph in UMA on long hair, or there is some workaround?
     
  44. kalagaan

    kalagaan

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    1. Yes, deferred is supported ;)
    2. in the current version the long hair bones are locked on a character bone.
    So the blend shapes won't work. :(
    I'm still working on a way to fix it, but there's no workaround.
     
  45. Velaseriat

    Velaseriat

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    Hi,
    I'm sure I'm doing it wrong, but I can't seem to duplicate strands.
    Unity 2021.1.16f

    I do Shift + Alt, click on the icon of the strand I want to duplicate, continue to hold Alt + left click but I don't get a new strand.

    I could also just change unity versions if that's the problem. Any advice is appreciated. Thanks!
     
  46. kalagaan

    kalagaan

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    I've tested with Unity 2021.1.16f and other versions (older & newer), and I had no problems with duplication.
    What is your version of HairDesigner?
    Could you try on a basic sphere.
     
  47. Velaseriat

    Velaseriat

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    I have 1.10.2 and using HDRP. When I hit shift + alt I get the duplication icon, but I also get the eyeball orbit icon as well. I have followed your suggestion and tried it on a basic sphere in HDRP and URP. I will try on a different computer.
     
  48. kalagaan

    kalagaan

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    I've also tested with HDRP, it works fine.
    The eyeBall icon is visible, but it should not prevent to click on the duplication button.
     
  49. neoshaman

    neoshaman

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    I continued my research on curly to coily (4c) hair I think I finally reach a point where basic observation and fundamental are uncovered. So I have started implemented many smaller idea that doesn't go as far as your system (yet). My goal is to cover a large broadset of techniques across many style and technical constraint to represent this type of under represented hair.

    I'm sharing a snippet before I actually finish the whole document, which cover some history of hair rendering, quick review of techniques and state of the art, and then goes into the uncovered specifics.


    Currently: fragment Shader based strand (spiral on sphere and cylinder, and curve for folded cards)

    Fresnel effect with procedural texture (rendered outside)
    upload_2021-12-3_19-13-0.png
     
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  50. kalagaan

    kalagaan

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    Thank you for sharing :)
    The way you define the curl variations is really interresting!

    I think that it could work well with my new strand system.
    I build the geometry in the shader using physics guides.

    I'm currently working on the edition tool, I'll continue to improve the shape of the strands asap.

    Here a WIP of the brush system
     
    Last edited: Dec 4, 2021
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