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Discussion in 'Assets and Asset Store' started by andrii-shpak, Dec 15, 2016.
Thanks for notifing. I'm still working on creator stability and UX.
It looks like value segments in importer is not correct
i did many tests with different segments parts but i get always same horror
Thanks! This + motion vectors = really awesome update!
Could you send me fbx to my support mail?
I used Maya Geometry Importer but somehow the hair simulation seemed to be off, hair was rendering but static. Physics enabled and the Root-Tip-Elasticy-value at the end point was not 0. What other reasons could cause the issue?
Other reason: If distance between hair and main camera more then LOD=>Distance=>Max physics is auto disabled
Thank you for your answer. When I placed my character within the range of LOD distance, the hair was not rendered. For example, in my case, my camera was at the origin (0, 0, 0), my character was at (0, 0, 4), and LOD distance was [0, 5]. What could go wrong?
It can be clipping issue. Set up bounds in "hair geometry importer" or "hair geometry creator"
Still the hair was not rendered, no matter what values (0.1~100.0) I entered in the Bounds field of Maya Hair Geometry Importer. When I moved the hair within the range of LOD distance, only a small portion of the hair was simulated and rendered, as shown in the attached GIF image. I applied the same settings to a sphere primitive and the entire hair was successfully simulated and rendered within the range of LOD distance.
Was it because of the way that I created the hair geometry in Maya? I created the hair geometry using Maya's Interactive Grooming Tools and then exported the geometry as polySrufaces to an FBX file.
My project is available for download here, if you'd like to look at it. Thank you!
How many people have found success with this tool? Wish people posted more success screenshots. Also, would be cool to have a few more 'normal' hair examples in the asset store page.
Here is some more examples
Set hierarhi like in examples: https://prnt.sc/ifi7x2
Set bounds correctly: https://prnt.sc/ifi7rh, https://prnt.sc/ifi8x8
Also, I recomend to use more natural scale.
Thank you for the pictures but unfortunately neither the simulation nor the rendering worked for me. I followed the hierarchy and bounds settings shown in your pictures but still the same issue existed.
Did you get my project work on you machine? If so, could you send me the project please so that I can look at your settings?
I must say I really like this hair system, but... still no light probes support?
@id0 looks good!
Ok, I have some glitch with motion blur on distance (when LOD turn on or something), when hair physics is ON. I'm can disable physics of course, but I don't want to. What caused this? How to fix it?
Hi im having some problem setting this up, everything works as expected except for this jitter im experiencing, could you help me solve this problem?
video attached as example: https://my.mixtape.moe/vohrsq.webm
Hi after upgrading to the last version the hair no longer renders. What might be happening?
Provider does not have any generated hair geometry
GPUTools.Hair.Scripts.Geometry.Import.HairGeometryImporter:Validate(Boolean) (at Assets/GPUTools/Hair/Scripts/Geometry/Import/HairGeometryImporter.cs:33)
GPUTools.Hair.Scripts.Settings.HairStandsSettings:Validate() (at Assets/GPUTools/Hair/Scripts/Settings/HairStandsSettings.cs:56)
GPUTools.Hair.Scripts.HairSettings:ValidateImpl() (at Assets/GPUTools/Hair/Scripts/HairSettings.cs:85)
GPUTools.Hair.Scripts.HairSettings:Start() (at Assets/GPUTools/Hair/Scripts/HairSettings.cs:30)
This is what Unity says...
Yes, picture is from your project. I'll send you it tomorrow
[Edited] But I need your mail. Please write me to my support mail
It is present in my list as high priority. I plan to add it next update
You need to reasemble hair importer
Looks weard. I need some time to fix it. WHat exactly motion blur do you use?
Do you use IK? If yes, which one?
From unity post processing stack V2... But now I have other question. I try 2018 beta with HD pipeline, and I will definitely use it, because it much faster. But problem is no old shader working there. Are you planning adopt hair system with HD pipeline later?
From what I'd read, the HD pipeline is for now considered to be a "toy" ... very beta, and possibly not truly functional for a year. Unity wants to nail down the mobile pipeline first.
I'm going to be a HD user, and since most desktop users would be, and since Hair Tool is probably aimed mostly at desktop, I imagine it will be brought into alignment with HD once it gets out of its experimental phase.
(If I have anything wrong there, feel free to correct it.)
Yes I plan to start, as soon as it will be released
Does this work with AMD GPU's?
Hi, ive tested with and without final ik, but am having the same issues.
Also have you fixed this somehow? i am still experiencing this too
I have an issue with Blender Import.
After importing hair from Blender 2.79 the hair is very patchy (see picture) --- only small islands of hair are displayed, even though the controls in scene view look as expected. The file is exported as .fbx with a single scalp and a single hair mesh with 5000 vertices.
Here's the source .fbx: https://drive.google.com/file/d/1VtFVKHZ_0gNzWRfMbfLfISzoORUkgIdC/view?usp=sharing
I had an issue with the hair not being updated in sync with my characters movement (using humanoid and animator).
The solution was to create a script that runs the LateUpdate process of the HairSettings in an AnimatorIK function, here is my script; add it to the gameobject with your Animator:
public class HairUpdateAnimator : MonoBehaviour
public HairSettings hairSettings;
hairSettings.useAnimatorUpdate = true;
void OnAnimatorIK(int layerIndex)
And change the HairSettings.cs like this:
public bool useAnimatorUpdate = false;
private void Start()
DeltaTime = new FloatSmoother(20);
RuntimeData = new RuntimeData();
HairBuidCommand = new BuildRuntimeHair(this);
public void ReStart()
if (HairBuidCommand != null)
public void OnAnimator()
if (HairBuidCommand == null)
private void FixedUpdate()
if (HairBuidCommand == null)
private void LateUpdate()
if (HairBuidCommand == null || useAnimatorUpdate)
Btw. I'm using Animator with the Update Mode "Animate Physics" (but should also work with "Normal")
Scalp it too deailed. I will now work with good performanse anyway
It looks like something override bones positions on update or late update.
hello why cant I find any of your assets on the store? :[
Because they have been deprecated. I've no idea why. Hopefully, @andrii-shpak can quickly respond to this and let us know.
After importing an eyebrow from 3d max to hair tool I only have one tiny hair brush!
Anybody know how to fix it?
Sound like wrong segments value. try to use segments in 3dmax - 1. Did you see some warnings in console?
All plugins are deprecated for now. Can't promise anything for the future.
Wait...WHAT?!?!?! I wanted to use both your Hair Tool and Cloth with UMA for my project. So disappointed.
@andrii-shpak: if you give me the permission, I would continue your work with Cloth and Hair Tool, because I need to do that for my project anyway.
That is a real bummer. I hope everything is okay
It would be better to open source it or give it to someone else to develop rather than just kill it.
@hopeful , it's a damn shame really. If @andrii-shpak can't continue with the project, the best recourse would be to open source it. This is the best hair solution I have ever seen, and I am very sad it got deprecated. Unless it got deprecated for stuff related to the new SRPs, then at least there's some hope he continues with it after everything clears up
I was just about to purchase your water tool!
I can't believe this?
I have your hair package.
Why were your assets deprecated?
Can you please give us a reason as to why your assets were deprecated? I was really looking forward to purchasing your water tool and cloth tool?
I have your hair tool. What was the purpose of deprecating your entire asset base?
I mean why would you alienate all your customers? Or is this Unity's decision?
I don't know what your circumstances are, but if possible, please allow others to continue with this. It seems that all of the capable hair and fur assets get depreciated.
Absolutely. I don't know what the issue is. I suspect - just a guess - that the author has signed for a full-time job and simply won't have the time to put in on this any more.
But if it was open sourced, not only would it still be available for people, but it might potentially get more officially added to UMA (again, just a guess, but UMA is also open source).