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Hair Tool

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

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  1. laugre

    laugre

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    Thx for your answer I finaly downgraded to 5.5 :/
    Another question I'd like to apply some effects on hairs like a blur for example.
    Do you have an idea of how could I do that ?
     
  2. kim_me_ma_ro

    kim_me_ma_ro

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    I have the same problem of 5.6 break issue and now my project is in hurry so can I have fast fix version in some way?
    sorry for my poor English...
     
  3. andrii-shpak

    andrii-shpak

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    What do you mean? I answered that I can send you fix dirrectly. Just wrime me to my support mail.
    You can make blur as image effect.
     
  4. andrii-shpak

    andrii-shpak

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    Fix is waiting for approve. Just wrime me to my support mail.
     
  5. MrG

    MrG

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    Any progress with UMA?
     
  6. castor76

    castor76

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    Hi. Great looking tool. Does any of your assets ( hair and cloth ) has chance of being run on consoles ( xboxone and ps4 like ). Pm me if you are interested in working with me to test them.
     
    andrii-shpak likes this.
  7. andrii-shpak

    andrii-shpak

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    You can insert hair prefab in UMA head bone.
     
    hopeful likes this.
  8. andrii-shpak

    andrii-shpak

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    As I know it works on xbox. And has build errors on PS4. I cant test my self as I don't have devkit. Yes I like to test it with you. Please write me to my support mail.
     
  9. zhangxinghao

    zhangxinghao

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    I noticed you are working on plugins supporting mobile(opengl), may I ask when you will make it? I am looking forward to your help.
     
  10. andrii-shpak

    andrii-shpak

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    I'd like to add metal and vulcan support. But I tested compute shaders on metal unity 5.6.0 and got error "Platform does not support compute shaders". So it seems is not completed on unity side(.
     
  11. zhangxinghao

    zhangxinghao

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    sorry I don't understand what you mean. I just want to ask if it's possible that opengl es 3 can be supported in one month. Thanks a lot.
     
  12. Game-Whiz

    Game-Whiz

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    Open Terminal and do:
    /Applications/Unity/Unity.app/Contents/MacOS/Unity -force-metal

    I have Unity 3D 5.6.0f3 running on my Mac Pro. I just ran some basic compute shaders and everything is running fine, both in my Mac Pro and in an iPhone 6S.
     
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  13. andrii-shpak

    andrii-shpak

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    opengl es 3 does not support compute shaders. So I cant port it to opengl es 3. On mobile platforms it is possile only with Vulcan and Metal api
     
  14. andrii-shpak

    andrii-shpak

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    Thanks, I'll try.
     
  15. Game-Whiz

    Game-Whiz

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    I was able to get compute shaders working with vertex/frag shaders in my Mac. When I tried using surface shaders the compiler complained about using StructuredBuffers.

    I placed the StructuredBuffer inside a D3D11 ifdef, compiled the SurfaceShader to a Vertex/Frag shader (via Show Generated Code in the inspector), removed the ifdef from the generated code and it worked :). This means that most likely Unity will eventually support structured buffers in surface shaders for metal and vulkan since it's probably a question of just changing the surface shader's compiler.
     
  16. mbbmbbmm

    mbbmbbmm

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    Hi! I really like this asset and I would love to add it to an older project. However it looks like it is not possible for me to upgrade the project to a newer Unity version. So my question is: Would it be possible at all to make some version of Hair Tool work in Unity 5.4.0f3? Thanks!
     
  17. andrii-shpak

    andrii-shpak

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    Yes, I can do it. Just write me to my support mail
     
    mbbmbbmm likes this.
  18. recon0303

    recon0303

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    Which platforms does this work for?? besides PC? Also says you can use with Max and Blender ? I assume Maya and Modo as well??
     
  19. andrii-shpak

    andrii-shpak

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    PC, XBox yet.
    For creating hair style you can use Unity, Blender, 3ds max
     
  20. recon0303

    recon0303

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    ya I don't use Max or Blender, so I assume Maya as well..what type of files does it accept? 3ds ?? FBX?? Thanks.
     
  21. andrii-shpak

    andrii-shpak

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    FBX, 3ds, Obj.
    Could you show me any MAYA hair design flow? which is good and popular? I'd like to add it
     
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  22. recon0303

    recon0303

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    Ya figured it did since it accepted Max, and Blender, but wanted to be sure, as I did work for clients before, and they only accepted Max files.. But this was for another game engine.. I always like to be clear.. Far as work flow, sorry I have my own work flow, for hair. Been in the industry a long time. But I like the fact that your Physics looks like it works well and more realistically . So that is what interest me.


    PS There is a ton of Maya popular addons, that many people made and use for Hair. I also use Zbrush, as well to make hair. Really depends, if I'm doing mobile low poly hair, I tend to use polygons, with alpha maps, nothing crazy... Higher Poly modeling is another story as I tend to do different work flows for different hair styles.

    https://knowledge.autodesk.com/supp...CAA3760C-0556-4FBF-AA73-118FAE27E098-htm.html
     
    Last edited: Jun 6, 2017
  23. zhangxinghao

    zhangxinghao

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    HI,friend,我有一些疑问

    可以通过调整头发设置中的“波纹”和相对参数来实现图像1的效果吗?(目前的效果是,每片头发分开卷曲,而不是完全卷曲。)
    图片1.png
    当用“头发几何创建者”梳理头发时,编辑器偶尔被卡住(与硬件无关)。有没有解决办法?

    3.“max and”中的“Hair and Fur”中的参数“段”与“几何导入程序”中的“段”之间的关系是什么?(当使用相同的前2个“段”参数导入不同的发型时,有些可以在“几何导入器”中正常显示“段”的特定值,而有些不能使用任何值。

    你可以解释图2中的问题,这些头发看起来是分开的,使它更加平滑吗?
    图片2.png
     
  24. johnartune

    johnartune

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    你好,
    第一个卷曲是可以调整的,更新到最新版本就能设置。
    第二个,我都是在max里面做发行,没有试过在unity里面编辑,倒还是不清楚。
    第三个,一般来说尽量少一点的段数,他的算法应该是通过计算周围最近的定点进行连线,所以很多时候会计算出错。经验告诉我,通常设置为6段是最为准确的。
     
  25. zhangxinghao

    zhangxinghao

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    HI,friend,I have some quesion;

    1.Can you realize effects like pic 1 by adjusting “waviness” and relative parameters in Hair Settings? (Current effect realized is that each piece of hair is curled separately, rather than entirely curled.)

    2.When combing hair created with “Hair geometry creator”, the editor gets stuck occasionally(nothing to do with hardware). Is there any solution for it?

    3.What is the relation between the parameter “segments” in “Hair and Fur” in 3D max and “segments” in the max script provided and “segments” in “geometry importer”? (When importing different hair styles with the same former 2 “segments” parameters, some can show normally with a specific value of “segments” in “geometry importer”, while some cannot with any value.)

    4.Can you solve the problem in pic 2 that the hair pieces are apparently separate, and make it more even and smooth?
    I have some quesion;
     
  26. zhangxinghao

    zhangxinghao

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    多谢~我用google浏览器发帖,自动把英语翻译成中文了,没想到还遇到了同胞~~
     
  27. johnartune

    johnartune

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    厉害了我的谷歌宝宝,这个插件也挺厉害的,就看你们的需求到什么程度了。我现在已经换方案了,做毛发和羽毛让我已经痛不欲生了。
     
  28. johnartune

    johnartune

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    突然想说,加个QQ吧,毕竟都是国人,应该这个交流起来更加方便。
    我的447611006
     
  29. neoshaman

    neoshaman

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    你好朋友!我不是同胞,我不会说中文。但是我们生活在一个真棒的世界里。技术是惊人的!
     
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  30. johnartune

    johnartune

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    Yeah!
    Thanks for everything.
     
    zhangxinghao and neoshaman like this.
  31. ksam2

    ksam2

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    This hair asset is really cool but bad performance makes it useless for me. I know detailed hair like this will cost frames drop but isn't there any way to make performance a little better?

    Also I can't create hair inside editor because of lags.
     
  32. tweedie

    tweedie

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    This looks great, does it work in deferred? Can strands take their colour from a texture? (Going for fur rather than hair). Keep up the good stuff :)
     
  33. zhangxinghao

    zhangxinghao

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    aha, It's my great honor to see you communicate with me in Chinese,So....Thanks for everything!
     
    neoshaman likes this.
  34. SympaK

    SympaK

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    I Andrii: I friendly inform you that in the lod settings pane you wrote "denCity", instead of "density"... Keep the good work. Cheers.
     
  35. laugre

    laugre

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    Hi there,

    Since Unity 5.6.0 and Hair Tool 1.2.5 in editor mode when I stop the program I get this warning :

    GarbageCollector disposing of ComputeBuffer allocated in \Assets\GPUTools\Common\Scripts\PL\Tools\GpuBuffer.cs at line 19. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
    UnityEngine.ComputeBuffer:Finalize()

    And sometimes if I push play again Unity editor crashes.

    Should I release the compute buffer myself as explained ?
    If yes where and when ?

    edit :
    I added a log in GpuBuffer.cs and the function Dispose is well called when I stop the program.
    If I instanciate a wig Dispose function is called 6 times, maybe not enough ?

    edit :
    I checked and
    public GpuBuffer(T[] data, int stride) is called 5 times
    public GpuBuffer(int count, int stride) is called 2 times
    so it miss 1 Dispose call
    ....but where ?!
     
    Last edited: Jun 14, 2017
  36. mbartosik

    mbartosik

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    Hi,

    Great hair system. Visually its exactly what I'm looking for. I'm having a difficulty with one issue though.

    The hair settings component can't be moved off [0,0,0] position since it causes distortion in simulation. The greater distance, the greater distortion till the point it becomes one big hairy mess ;)

    I can keep hair settings at zero position (although I would prefer to having it parented to the rest of the character) - but the problem is - the hair renderer gets enabled only if hair settings component is visible in camera viewport.

    The easiest way to replicate the problem is to move demo heads off the 0,0,0 by about 100 units.

    Is there some way to solve this?

    Thanks
     
    DChap likes this.
  37. invadererik

    invadererik

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    This is a possible route for using Maya:

    1) make a sphere,
    2) create hair system with paint fx
    3) style hair with brush
    4) convert paint fx to polygon
    5) export fbx
    6) setup in unity like max import hair example
    7) can see hair animating in debug mode (although root is at wrong end) but can not see hairs in camera

    ( I know Maya is not supported, just pointing out a possible workflow in case it helps to change that )
    Also haven't looked at the code, but if you specify a file format of hair points or something, probably people could
    easily write a script to export from any package, just a thought.
     
  38. andrii-shpak

    andrii-shpak

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    Thanks, I'll try to make maya exporter for the next update
     
    recon0303 likes this.
  39. andrii-shpak

    andrii-shpak

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    Thanks, I'll try to make maya exporter for the next update.
     
  40. andrii-shpak

    andrii-shpak

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    Never seen this distortion issue. Could you send me some screen shots on mail. May be I can fix it. Hair Settings should be inside character hierarchi. you can controll visibility be HairSetting=>StandSettings=>Bounds
     
  41. andrii-shpak

    andrii-shpak

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    Could you give e more information. I cant reproduce it. Also write my to my support mail. So I'll send you never update
     
  42. andrii-shpak

    andrii-shpak

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    Thank you:)
     
  43. andrii-shpak

    andrii-shpak

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    Yes, It works in deferred.
    Not from texture, but from vertex color. Also you can paint color in unity editor
     
  44. andrii-shpak

    andrii-shpak

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    To make it faster reduce lights count, disable shadows, play with LOD settings
    Did you try 1.2.5? It works faster. And editor works much faster.
     
  45. andrii-shpak

    andrii-shpak

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    1. You can make it looks pretty close.
    2. Which verssion do you use? In 1.2.5 it was fixed
    3. Hair geometry creator segments = 3D max and segments - 1 Sorry it is my mistake. I'll fix it in next update.
    4. It can be fixed by antialising and HairSettings=>LodSettings=>Width.
     
  46. cgarossi

    cgarossi

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    This is the issue I am having, the further away from 0,0,0 you get the waviness scale changes.

    My scalp is parented to the head transform as it should be.
     
  47. james14123

    james14123

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    /Applications/Unity/Unity.app/Contents/MacOS/Unity -force-metal

    I tried this script in macbook and iphone. But both of them were failed.
    Is there anyone making hair tool work in IOS with -force-metal?
     
    Last edited: Jun 29, 2017
  48. andrii-shpak

    andrii-shpak

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    It has been fixed. But still waiting for approve. Write me on my support mail. I'll sent you it.
     
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  49. andrii-shpak

    andrii-shpak

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    Not, I'm working on maya support now. Then I will start porting on metal.
     
  50. cerrec

    cerrec

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    I'm having a problem. Everything looks OK in Scene View with the guide hairs, but when I go to Game View, hairs only render on the first 2 rows of polygons.

    SCENE VIEW.jpg

    GAME VIEW.jpg

    What am I doing wrong?

    Thanks.
     
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