Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Hair Tool

Discussion in 'Assets and Asset Store' started by andrii-shpak, Dec 15, 2016.

Thread Status:
Not open for further replies.
  1. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    You can always use different geometry groups inside of the inbuild geometry creator.
    Group 1: Hair
    Group 2: Beard
    etc..

    In each group you can delete the hair from those faces where you don't want to render any.

    If you want to have different colors or settings you will need another hair renderer. I used three for one model:
    Render 1: Hair
    Render 2: Beard
    Render 3: Mustache
     
  2. neoshaman

    neoshaman

    Joined:
    Feb 11, 2011
    Posts:
    6,472
    HI can you make 4C type of hair?


     
    Ony likes this.
  3. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    Could be doable with those settings:
    wave.png
     
  4. MrG

    MrG

    Joined:
    Oct 6, 2012
    Posts:
    357
    How's the performance? I'd love to see a simple scene with a handful of dancers on an animation loop with FPS displayed while the camera orbits around them.
     
  5. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,641
    In my limited experience, performance is pretty good, primarily due to the use of LOD levels.
     
  6. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    Issue with submeshes is already in my buglist, so I'll fill fix it soon.
     
    hopeful likes this.
  7. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    gloss work for bear the same way as for hair. It is shiny because of some post effect.
    Could you show a shiny screenshot without any posteffects?
     
  8. Kemp-Sparky

    Kemp-Sparky

    Joined:
    Jul 7, 2013
    Posts:
    72
    Any chance that the hair particles can inherit their color from the emitter's (uv mapped) texture?
     
    Ony likes this.
  9. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    I will add improving coloring to my roadmap. But I'm not sure that it will be by texture.
     
  10. Kemp-Sparky

    Kemp-Sparky

    Joined:
    Jul 7, 2013
    Posts:
    72
    Allowing the hair particles to inherit the color from the base model's texture would make the plugin much more versatile. For example, it would otherwise be very difficult to create fur for patterned animals, or to create subtle gradient shifts in specific areas. That's why the hair particle systems in most software like 3dsMAX, Maya, and Blender have that option available.

    Thanks!
     
    Last edited: Dec 31, 2016
  11. GeorgeZZ

    GeorgeZZ

    Joined:
    Aug 31, 2014
    Posts:
    8
    Hello, andrii-shpak.
    I'm using Hair Tool 1.1.0 in Unity 5.5.
    I'm getting problems, please help.
    Some places of the hair are not rendering properly neither from my Blender mesh model nor by the hair created by Hair Geometry Creator script.
    So the hair looks very bad.
    I didn't use submesh or group control on the scalp.
    I can send you my test project to help identify where is the problem.

    Here are some screen shots, I increased stand radius to make problem clearly:

    1.JPG 2.JPG
    This hair is created by Hair Geometry Creator script.
    ----------------

    01.JPG 03.JPG 04.JPG
    This hair is a import mesh model from Blender.
    ---------------


    Same hair from Blender.

    By the way, could you please release few hair model and show the configurations as a perfect control group?
    For example, you can release the hair model "Style9" and parameters used in your "Hair Setings" video.
    So if I use your model and settings can get exactly the same result shows by your video, but I can't get my own model right then I know is something wrong in my setting or model.
    And this will also help newbs(like me) understand the parameters of your assist faster.
     
    Last edited: Jan 1, 2017
  12. GeorgeZZ

    GeorgeZZ

    Joined:
    Aug 31, 2014
    Posts:
    8
    As I marked red in screenshot, hair in marked region are almost disappeared.
    05.JPG

    Also, hair not effect by colliders.
    I signed all colliders in Colliders Provider but no effect.
    1.JPG

    -------------
    4.JPG
    2.JPG
    Hair just go though the collider.
     
    Last edited: Jan 1, 2017
  13. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
  14. GeorgeZZ

    GeorgeZZ

    Joined:
    Aug 31, 2014
    Posts:
    8
    Just go though the sphere collider.
    01.JPG

    Debug draw shows below:
     
  15. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    It make sense. I'll add this feature
     
    CosmicLab2, hopeful and Kemp-Sparky like this.
  16. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    Could you send me your test project?
     
  17. GeorgeZZ

    GeorgeZZ

    Joined:
    Aug 31, 2014
    Posts:
    8
    Sent to gmail address.
     
  18. kenamis

    kenamis

    Joined:
    Feb 5, 2015
    Posts:
    386
    I'm having an issue with the hair disappearing randomly. Any ideas?

    also if I lose focus on the unity window and re-acquire focus the hair disappears.

    Edit:
    I figured it out. That "render" gameobject that your system creates, it needs to be parented to the object it is rendering for to prevent those issues seen in my video.
     
    Last edited: Mar 9, 2017
  19. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    yes it shoud be. unity clips all located out of camera view objects. because of that it should be a child of characters game object
     
    hopeful likes this.
  20. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    I've fixed that and uploded new update today. Also I've added Point, Spot Lights and Cokies support.
     
  21. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,641
    !! Awesome !! :D
     
  22. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    Nice. :)
    I found some strange physics behaviour the last days together with animations. Still have to figure out if this is again some wrong settings or the physics shader as the hair moves a lot with "Drag" and both "Elasticity" set to 1. It even moves through the colliders provider then.
     
  23. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Same here, I have my hair looking awesome, but even with max elasticity, and such it bounces and swings all over the place.

    I'd like it to only have a little bounce, and maybe a small sway side to side. I wonder if it couldn't have an overall rigidity value where we could start at stiff hair with no motion, and slightly lower or raise the value, to add movement.

    It seems the current elasticity is still too flighty.

    I love this tool, and will post a vid of what I've created once I tame the wildness off my characters hair while running.
     
  24. neoshaman

    neoshaman

    Joined:
    Feb 11, 2011
    Posts:
    6,472
    I bought the asset

    I'll try that but waviness isn't curlyness :(
    And I haven't had a response from the author about actual curl either :oops:
     
  25. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    Could you send me some screenshots how it looks and how it should looks?
     
  26. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    I've added it to my bug list. Will try to improve elasticy in next update
     
    kurotatsu likes this.
  27. XenonBL

    XenonBL

    Joined:
    Sep 23, 2014
    Posts:
    3
    Any chance this can be made to work on the Mac running Unity 5.6 beta with Metal forced on?
     
  28. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    I'll investigate about unity 5.6 beta and Metal and let you know.
    It must support gpu computing and tesselationto work with hair
     
  29. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    I've improved curveness, Will be available in 1.1.2
     
  30. grimcat

    grimcat

    Joined:
    Jul 12, 2013
    Posts:
    34
    Hello, I bought the asset yesterday, and just wanted to report the same issue as Pathelion and kurotatsu above. I've attached hair to my character which looks perfect until the character moves, then the hair gets quite violently swept behind and seems to ignore the colliders in the attached collider provider.

    I messed with the physics settings for a few hours, and am somewhat relieved to see that the issue has been reported.

    I'll put the asset on the shelf for now and wait to hear back on an update here.

    I have another issue that is unique to my project; I'm using a custom lighting plugin (SEGI Beta), and the hair is completely transparent when not being lit by the directional light, and translucent when it is. Getting your asset to work with another isn't something I expect from you, but if you have immediate insight on why this might happen it would give me a starting point for further troubleshooting.

    Thanks for your work on this asset. It's an amazing piece of work, and it adds a lot to my project.
     
    Knightmore, kurotatsu and hopeful like this.
  31. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I wonder if it'd be possible to have an option(Checkbox) to have the hair detect all colliders on it's parent object, through the children of that object, and just have a list of colliders to ignore.

    In my case I use Ootii's Motion controller which adds colliders at runtime.
     
  32. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    [ignore the colliders]
    Did you try to decrease PhysicsSettings/ElasticyTip? Hair ignore colliders only when ElasticyTip and ElasticeRoot is "1". But "1" means no animation, so ignoring has sense. Maybe I understand something wrong. Could you show some screenshots?

    [Issue with lighting plugin]
    I know about this issue. I'm writing to depth texture but it still transparent with some post effects. I've notices that I should write normals to depth texture as well. I hope it will help.
     
    hopeful likes this.
  33. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    It supports only sphere colliders yet. But It have sence. I'll think about it.
     
    hopeful and kurotatsu like this.
  34. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    MC only adds Sphere colliders.:)
     
  35. grimcat

    grimcat

    Joined:
    Jul 12, 2013
    Posts:
    34
    If I recall, my ElasticyRoot is set to 1 and my ElasticyTip was set to 0.05. I'll try to grab a screenshot in a few hours when I get back to my workstation.

    Thank you very much!
     
  36. DigitalAdam

    DigitalAdam

    Joined:
    Jul 18, 2007
    Posts:
    1,195
    I saw that you're working on a GPU Cloth Tool. Are you going to release that soon to all of us?! if so, is it using colliders or skinned geometry like this? Anyways keep up the good work!
     
    Knightmore and kurotatsu like this.
  37. johnartune

    johnartune

    Joined:
    Oct 18, 2016
    Posts:
    61
    Looks like better than before
     
  38. johnartune

    johnartune

    Joined:
    Oct 18, 2016
    Posts:
    61
    This is I used with hairtool 1.1.1 done. hair.jpg hair_01.jpg
     
    Malbers, neoshaman and kurotatsu like this.
  39. neoshaman

    neoshaman

    Joined:
    Feb 11, 2011
    Posts:
    6,472
    Thank's a lot, I couldn't reply yet because I had a lot of juggling of experiment before coming back to this asset. So that's massively cool that you did that I appreciate! I'll integrate it in the next experiment batch once available.
     
  40. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    So setting those below 1 like 0.99 they still use the colliders? For the strange movement with animations you already said you are working on a fix.
     
  41. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    I just was confused. But now I understand what is wrong.
    Here is a screenshot where curvines scale = 0

    As you can see hair avoids colliders. So the problem was in curveness because physics stands has no curvenes but only render.
    I don't know how to fix it yet( Idea to apply curveness to physics stands is bad it will be very bad for performance and will looks worse.

    But usualy it is not a problem as on screenshot. Green lines is physics stands debug draw.
     
  42. CosmicLab2

    CosmicLab2

    Joined:
    Aug 3, 2013
    Posts:
    35
    Is this something you plan to add soon?
    I really need to make different colored strands like this.
    mermaidRef.jpg

    I tried doing it with 3 different meshes and hair scripts, but the hair intersected in weird ways. Didn't look good.
    Do you have any advise about how to make this with the current system?
    Or any idea when you can add the color from model feature?
    thanks!
     
  43. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    Yes in 1.1.3 (begin of February). But currently I'm not sure how it will works (vertex colors or texture maps)
     
  44. CosmicLab2

    CosmicLab2

    Joined:
    Aug 3, 2013
    Posts:
    35
    Great, thanks! Looking forward to that update then.
     
  45. mysticfall

    mysticfall

    Joined:
    Aug 9, 2016
    Posts:
    649
    Does it mean it can also work on Linux, in case you could make a Mac version in future?
     
  46. DigitalAdam

    DigitalAdam

    Joined:
    Jul 18, 2007
    Posts:
    1,195
    @andrii-shpak, not sure if you saw my post earlier, but here is what I was curious about:

    I saw that you're working on a GPU Cloth Tool. Are you going to release that soon to all of us?! if so, is it using colliders or skinned geometry like this? Anyways keep up the good work!
     
    andrii-shpak likes this.
  47. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    Yes. It depends of opengl version. It should be 4.3.
     
  48. mysticfall

    mysticfall

    Joined:
    Aug 9, 2016
    Posts:
    649
    That's a fantastic news for me :) Thanks much for the information!
     
  49. andrii-shpak

    andrii-shpak

    Joined:
    Nov 27, 2014
    Posts:
    315
    I've uploaded it to assetstore 03 January 2017. It is waiting for uprove. It is Demo version.
    In example you have sent, skinned geometry is only used for body. But not for cloth. Cloth is fully simulated. Here is a main difference.

    In my project cloth can be skinned as well and you will be able to use texture to define blend value for each point between physics and skin. So you will save performance as not all parts of cloth will by simulated.

    As characters body colliders I've decided to use swept spheres as child of bones yet (it is enough to describe human body surface). But In feature I plan to try more accurate solutions.
     
  50. pan-master

    pan-master

    Joined:
    Nov 11, 2013
    Posts:
    127
    Could you add such hair? Please:):)
    upload_2017-1-17_23-34-42.png
     
Thread Status:
Not open for further replies.