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[RELEASED] PIDI - XFur Studio. Realistic fur for Unity that you can paint on your models!

Discussion in 'Assets and Asset Store' started by IrrSoft, Apr 11, 2018.

  1. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    XFur Studio has been nominated for the Unity Awards 2018 for Best Artistic tool!

    https://awards.unity.com

    We want to take this moment to thank all of the people who have been using and supporting XFur since its release, because your help has been very valuable to improve and develop XFur into the tool it is today, and to making possible for it to continue growing during 2018 and what comes on 2019 for Xfur Studio and very soon XFur Mobile :)

    This post is also to inform you that, due to the holiday season, we will be taking a short break (to come back on January 7) and to wish you all a very happy holiday's season and an amazing 2019!

    Irreverent Software
    ___________________________________________________________________________
    ORIGINAL POST
    IMPORTANT NOTE : This asset is NOT compatible with SRP pipelines nor will it be compatible with them until at least 2019





    Please notice that support for Unity 5.4 has been dropped
    Here are the update notes :

    • New! XFur System component. The streamlined, module based core component of XFur that controls everything, from advanced effects such as rain, blood and snow to complex physics simulations, instance based appearance, randomization etc.
    • New! Fur Profiles. Easily save the settings and appearance of your fur inside an external asset and use it as a reference or starting point on any other XFur enabled character.
    • New! Monolithic Shaders. All 68 shaders from the previous versions have been compacted onto 6 shaders with full support for Triplanar projections, anisotropic highlights, double-sided rendering, dynamic per-strand shadowing, physics and more.
    • New! Weather System. Replacing the old XFur_Wind component, the new XFur_WeatherSystem component simulates wind, rain and snow over all the furry creatures in the scene.
    • New! Randomization. Using the new Fur profiles you can predefine parameters for fur randomization on startup, making each character look unique!
    • New! New XFur Noise Patterns, for highly detailed and even curly fur
    • New! Database-oriented workflow. All the changes, fixes and patches done on a shader and geometry level are stored in an internal database and managed across all instances for maximum performance and minimum impact at runtime.
    • New! Physics Module. Simulate physics on the fur of any character, either globally or based on bones. Characters of up to 128 bones are supported, with no setup nor preparation needed.
    • New! Effects Module. Simulate snow, rain, blood etc. over the surface of your character's fur. No setup required and models of up to 64536 vertices are supported. Please be aware that the higher the vertex count, the heavier the performance impact the module will have.
    • New! LOD Module 2.0. Control automatically and easily how the fur looks as it gets away from the camera. With a very simple switch between Quality and Performance you can get the maximum performance even on character-heavy scenes.
    • New! Advanced real-fur shadows. The new fur generation method included in version 1.2 has full support for shadows on forward and deferred showing all the detail of every strand of fur. While heavily optimized, it is not recommended to use full shadows on more than a couple of characters nor in high poly models.
    • New! Simplified workflow. Anisotropic highlights, triplanar fixes, shadow generation, fur handling and more are mostly automated to simplify your work as much as possible.
    • New! Stiffness painting. Stiffness can now be painted over the mesh to precisely control the stiffness of the fur, affecting its response to physics, wind, etc.
    • New! XFur Painter 2.0! New UI, new features, multi-material support and many other new features.
    • New! Full multi-material support. Multiple fur materials can be assigned, edited and used with XFur in all Unity versions. In Unity 2018.1 and above each material can be modified on a per-instance basis.
    • New! Simplified Code interfaces. Simple and easy to understand methods, callbacks and interfaces to allow you to access and modify the settings of your character's fur through code at runtime.
    • Improved - Better wind movement algorithms for a more natural, predictable and customizable result.
    • Improved - Fur detail and coloration has been highly improved, moving from a single grayscale pattern to 4 channels of information for shape, density and color variations over the fur.
    • Improved - Rim lighting has been re-coded to allow for better results
    • Improved - Fur thickness control has been improved to allow for better precision on the strands.
    • Improved - Fur shadowing has been improved to avoid over-darkening of the fur
    • Improved - Triplanar projection algorithm has been improved, removing previously existing seams. Triplanar projections are now more expensive to calculate, however. It is heavily recommended to generate a cube-based projection as a secondary UV for your models.
    • Improved - Included map-packer has been improved to support the new data types and the new fur maps.
    • Improved - Anisotropic highlights will automatically disable on deferred to ensure correct rendering on all rendering paths, just as light probes support (light probes force render in forward mode in Unity 5).
    • Improved - Automatic material generation. You no longer need to create all variants (4,8,16,24 samples) on your own. The system generates all needed variants itself and assigns them as needed without requiring any additional work.
    • Removed - The "No shadows" and "Simple" variants of the shaders have been removed and replaced with new optimization methods.
    • Removed - Support for Unity 5.2 and 5.4 has been dropped. New minimum version required is Unity 5.6

    Important notes :

    • Please read the documentation. The system is now considerably different from previous versions. While ease of use is still the top priority and the system is fairly easy to understand, it is not recommended to use it or test it without knowing at least the basics as described in the manual.
    • All fur maps from previous versions are compatible with this version. Fur noise maps are different, so the material will require some tweaking to match the look of previous versions.
    • Auto-upgrade tools are provided to easily switch to the new shaders with minimal tweaking.
    • XFur Painter 1.0 will not work with the new shaders, nor XFur Painter 2.0 work with the older shaders. Please make sure you are using the right version before painting your models.
    • This is the last version that will include the now Legacy 68 shaders from version 1.1 as well as XFur Painter 1.0 and the legacy demos. Starting with version 1.3, only the current systems, demos and shaders will be provided. Please make sure to upgrade your materials and to backup the old ones if needed.
    • Some names in the shaders and in the components have changed to avoid conflicts with non-XFur materials. The names will stay the same going forward. To modify fur properties at runtime please avoid modifying the variables directly and use the provided interfaces and methods instead, to ensure compatibility with future versions.
    • The effects module is incompatible with hardware based anti-aliasing as it produces artifacts in the internal data (that shows as white lines on the fur's surface). Please use a PostFX based anti-aliasing solution instead.

    Hi there,

    I am very pleased to introduce the latest asset from our collection : XFur Studio.

    XFur Studio is the ultimate fur solution for Unity 5.4. With amazing fur shaders in 2 different lighting models (specular and anisotropic), full support for lights, shadows, depth based effects, special weather effects such as rain and snow, all post process effects in the new PostProcess stacks, stereoscopic rendering, forward and deferred pipelines, DirectX and OpenGL renderers, simple and advanced per-fur strand shadows and much much more as well as the powerful and easy to use XFur Painter 2.0, a unique tool that allows you to paint, shave, groom and customize fur directly over your 3D models inside the Unity Editor, XFur is the ultimate fur tool for pros and new users alike!
































    XFur Studio v1.2 is now available .

    • New! XFur System component. The streamlined, module based core component of XFur that controls everything, from advanced effects such as rain, blood and snow to complex physics simulations, instance based appearance, randomization etc.
    • New! Fur Profiles. Easily save the settings and appearance of your fur inside an external asset and use it as a reference or starting point on any other XFur enabled character.
    • New! Monolithic Shaders. All 68 shaders from the previous versions have been compacted onto 6 shaders with full support for Triplanar projections, anisotropic highlights, double-sided rendering, dynamic per-strand shadowing, physics and more.
    • New! Weather System. Replacing the old XFur_Wind component, the new XFur_WeatherSystem component simulates wind, rain and snow over all the furry creatures in the scene.
    • New! Randomization. Using the new Fur profiles you can predefine parameters for fur randomization on startup, making each character look unique!
    • New! New XFur Noise Patterns, for highly detailed and even curly fur
    • New! Database-oriented workflow. All the changes, fixes and patches done on a shader and geometry level are stored in an internal database and managed across all instances for maximum performance and minimum impact at runtime.
    • New! Physics Module. Simulate physics on the fur of any character, either globally or based on bones. Characters of up to 128 bones are supported, with no setup nor preparation needed.
    • New! Effects Module. Simulate snow, rain, blood etc. over the surface of your character's fur. No setup required and models of up to 64536 vertices are supported. Please be aware that the higher the vertex count, the heavier the performance impact the module will have.
    • New! LOD Module 2.0. Control automatically and easily how the fur looks as it gets away from the camera. With a very simple switch between Quality and Performance you can get the maximum performance even on character-heavy scenes.
    • New! Advanced real-fur shadows. The new fur generation method included in version 1.2 has full support for shadows on forward and deferred showing all the detail of every strand of fur. While heavily optimized, it is not recommended to use full shadows on more than a couple of characters nor in high poly models.
    • New! Simplified workflow. Anisotropic highlights, triplanar fixes, shadow generation, fur handling and more are mostly automated to simplify your work as much as possible.
    • New! Stiffness painting. Stiffness can now be painted over the mesh to precisely control the stiffness of the fur, affecting its response to physics, wind, etc.
    • New! XFur Painter 2.0! New UI, new features, multi-material support and many other new features.
    • New! Full multi-material support. Multiple fur materials can be assigned, edited and used with XFur in all Unity versions. In Unity 2018.1 and above each material can be modified on a per-instance basis.
    • New! Simplified Code interfaces. Simple and easy to understand methods, callbacks and interfaces to allow you to access and modify the settings of your character's fur through code at runtime.
    • Improved - Better wind movement algorithms for a more natural, predictable and customizable result.
    • Improved - Fur detail and coloration has been highly improved, moving from a single grayscale pattern to 4 channels of information for shape, density and color variations over the fur.
    • Improved - Rim lighting has been re-coded to allow for better results
    • Improved - Fur thickness control has been improved to allow for better precision on the strands.
    • Improved - Fur shadowing has been improved to avoid over-darkening of the fur
    • Improved - Triplanar projection algorithm has been improved, removing previously existing seams. Triplanar projections are now more expensive to calculate, however. It is heavily recommended to generate a cube-based projection as a secondary UV for your models.
    • Improved - Included map-packer has been improved to support the new data types and the new fur maps.
    • Improved - Anisotropic highlights will automatically disable on deferred to ensure correct rendering on all rendering paths, just as light probes support (light probes force render in forward mode in Unity 5).
    • Improved - Automatic material generation. You no longer need to create all variants (4,8,16,24 samples) on your own. The system generates all needed variants itself and assigns them as needed without requiring any additional work.
    • Removed - The "No shadows" and "Simple" variants of the shaders have been removed and replaced with new optimization methods.
    • Removed - Support for Unity 5.2 has been dropped in this release since many of the new features cannot be implemented in Unity versions older than 5.4.

    Important notes :

    • Please read the documentation. The system is now considerably different from previous versions. While ease of use is still the top priority and the system is fairly easy to understand, it is not recommended to use it or test it without knowing at least the basics as described in the manual.
    • All fur maps from previous versions are compatible with this version. Fur noise maps are different, so the material will require some tweaking to match the look of previous versions.
    • Auto-upgrade tools are provided to easily switch to the new shaders with minimal tweaking.
    • XFur Painter 1.0 will not work with the new shaders, nor XFur Painter 2.0 work with the older shaders. Please make sure you are using the right version before painting your models.
    • This is the last version that will include the now Legacy 68 shaders from version 1.1 as well as XFur Painter 1.0 and the legacy demos. Starting with version 1.3, only the current systems, demos and shaders will be provided. Please make sure to upgrade your materials and to backup the old ones if needed.
    • Some names in the shaders and in the components have changed to avoid conflicts with non-XFur materials. The names will stay the same going forward. To modify fur properties at runtime please avoid modifying the variables directly and use the provided interfaces and methods instead, to ensure compatibility with future versions.
    • The effects module is incompatible with hardware based anti-aliasing as it produces artifacts in the internal data. Please use a PostFX based anti-aliasing solution instead.

    XFur studio v1.1 features :
    • 64 different fur shaders ( instead of the original 12 ) split as follows :
      - 32 Specular based shaders (Forward & Deferred), with and without shadows, with and without multi-light support, in 4,8,16 and 24 sample versions. For each variant, UV mapped and UV Free Triplanar versions are provided.
      - 32 Anisotropic based shaders (Forward ONLY), with and without shadows (shadow reception is limited), with and without multilight support, in 4,8,16 and 24 sample versions. For each variant, UV mapped and UV Free Triplanar versions are provided.
    • UV Free (Triplanar) Shaders. Shader variants that require no UV mapping for the fur are included.
    • Directional Fur Grooming. Fur can now be groomed through a special texture map or by using XFur Painter and grooming it directly using a brush over the mesh.
    • XFur - Map Packer Utility. An easy to use utility that allows you to combine up to four textures on a per-channel basis into a complex Xfur Data map allowing you to easily convert heightmaps and fur maps from other shaders into XFur compatible maps!
    • XFur - Triplanar Fix. XFur is, thanks to its advanced mesh patcher and unique shader methods, the only fur shader with full triplanar projection that works without any glitches nor issues on skinned meshes. Simply add the Triplanar Fix component to your mesh/skinned mesh renderer to patch it for Triplanar support, remove the component and you are ready to go, in just a few seconds! It works even with models from the Asset Store!
    • New Fur Noise maps. 2 New Fur noise maps allow more variation over the look of the fur, to produce coarser/softer results.
    • Conversion tools. The new conversion tools let you assign and combine up to 4 texture maps into 1 single XFur compatible data map with just a few clicks.
    • Wind Simulation improvements. Wind can now be controlled on a per-material basis. The Wind component now has its own Gizmos for an easier use experience.
    • Higher compatibility. XFur can now run on older Unity versions, starting with Unity 5.2 instead of Unity 5.4
    • Improved Rendering. Rim lighting, better occlusion and shadowing, anisotropic highlights as well as improved transparency handling produce a more realistic result.
    • Improved XFur Painter. Better UI, easier control and a smoother experience.
    • Improved physics handling. Physics based fur movement is now handled on a per-renderer basis without creating unnecessary copies of the materials.
    • Improved LOD script. LOD calculations have been sped up.
    • Full documentation and user manual. Contains detailed descriptions of the whole system, tutorials, usage tips and much more!
    • New tutorials. New tutorial videos have been added to the package to help you get started with XFur and XFur Painter in minutes.
    • General rendering and performance improvements across all shaders and components.
    This asset is now available on the Asset Store for only 50 USD and you can get it here right now!



    First patch for XFur version 1.1 is ready :

    • Minor bug fixes where some fur grooming appeared in world coordinates instead of local coordinates
    • XFur Painter now supports user-defined resolution for the maps. Any resolution from 256x256 to 1024x1024 is now supported when creating new Fur Maps.
    • XFur Painter also supports now interrupted workflows. If you export your fur maps and set them as "Read / Write Enabled" in the Unity Editor, you can then reassign them to the material before starting another session and resume your work!
    • The Triplanar Fix component has now been improved. It is required now that you keep it assigned to at least one instance of your mesh, but its performance has been improved.
    • Local Wind can now be set up to ultra-high speeds making it easier to work with models that are too little to appreciate the wind effects at the normal 0 to 1 values.
     
    Last edited: Dec 17, 2018 at 5:20 PM
    Neviah likes this.
  2. evand

    evand

    Joined:
    May 22, 2013
    Posts:
    14
    Do you have a video of something like the bison at the bottom doing a walking animation with the fur + wind?
     
    IrrSoft likes this.
  3. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Right at this moment no, but I have a video from a pre-release version here with the bison and an idle animation:




    But I will upload a video of the bison walking with the effects visible in some hours so you can see it better :)

    (right now it is past 2am so I'm not on my PC to record)

    Wind has a global defined direction so it is independent from the model's orientation, just like the physics based movement :)
     
    Mark_01 likes this.
  4. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668

    Here is a small video showing the walking animation and the wind affecting the fur. The wind has been set to a quite strong value to make the movement more evident in the video and the scene doesn't have global illumination enabled yet (since it is the demo scene of the bison model which is part of another package)

    We hope it helps :)
     
    evand and Mark_01 like this.
  5. ferretnt

    ferretnt

    Joined:
    Apr 10, 2012
    Posts:
    274
    Can you confirm full source code (i.e. no DLLs) and no shader obfuscation (shaders being real-world, uncommented, macro'd code is fine, purposefully renaming variables to xxxyyzzzzzzaaa isn't.)
     
    IrrSoft likes this.
  6. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Shader's code is not obfuscated and source code is available yes (since actually most of the tools come in the form of shaders). Code is not fully commented but it is commented in part and explained in the manual.

    Code for XFur Painter is also available though should not be modified as this may break future updates and new features coming later.

    For internal use in your project the source code and shaders code are fully available for any modifications / improvements you may need (no need to request nor contact us, it is already included in the actual asset as normal shaders and .cs files) :)

    I do not recommend to do heavy modifications to the main CG file included since that could make it difficult for you to update to newer versions (which will be released regularly) but all the code included with this package is available to be modified, improved or adapted to your project. If you HAVE to modify the base CG file, I recommend you to make a backup of all modifications so they don't get overwritten when updating to newer versions of XFur.

    EDIT : I don't really like to obfuscate nor hide the code since I know fully well how difficult it is to work with a fully closed tool, so no worries. The code for all our tools is available for modifications, improvements and to easily add compatibility with your project :)

    And if you need a new feature or have a request for something feel free to contact me since through requests is how we've improved a lot most of our tools and add many cool and new features as months go by! :)
     
    Last edited: Apr 11, 2018
    Mark_01 likes this.
  7. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Yes, the length / thickness / occlusion-shadowing of the fur can be controlled precisely through either hand-made fur maps or by using the included XFur Painter and paint the length of the fur directly over your mesh. If you watch the XFurPainter video in the post at around the 1 minute mark you can see how the length is controlled by painting over the mesh :)

     
  8. Fluffy-Tails

    Fluffy-Tails

    Joined:
    Jun 28, 2009
    Posts:
    111
    Are there any plans for groomed fur?
    By that, I mean support for non-straight hair as animals don't always have straight hair.

    What about support for in-game fur editing, like color, shape, size and groom?
    Is that planned?
     
  9. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Hi there,

    The shader already supports fur grooming direction (currently 1 global direction for the whole fur but a multi-directional per-pixel control is planned and currently in the works for the next version).

    The XFur Painter tool (the tool that allows you to paint fur directly over the mesh) is designed to work only inside the Unity Editor. However, all variables of the shader are publicly available so changing the fur's color, length etc is as easy as changing these values on the material through code / animation etc. :)

    XFur Painter uses only the publicly available variables of the shader as well as well documented and explained features of Unity that can be adapted and recreated in-game

    If you need to add complex fur edition in-game (for example a barbershop simulator/custom hairstyles creator for in-game avatars etc) we suggest that you use XFurPainter's code as a starting point to see how it handles texture editing, variables control and how it interacts as a whole with the shaders. A full on solution to edit fur in-game would be quite specific for each project but all the starting tools and pieces are already available to control most of the fur features directly on your own code :)

    If needed, of course, we can expose more variables and we will indeed improve and unify the tools and controls to allow for even easier in-game control over the fur as we update the tool over the next weeks and months with new features :)
     
    Mark_01 likes this.
  10. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Due to some technical issues on the asset store, this asset is not displaying correctly and cannot be bought since the "Add to Cart" button is not loading correctly. We have contacted Unity and they told us that this issue will be solved very soon. This issue is affecting a good number of assets. If you are having troubles to buy XFur Studio we ask you to please be patient as we wait for the Unity Team to fix this issue on the Asset Store.

    Thank you for reading.
     
  11. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Just to inform you :
    The issue is still unsolved but you can access to this asset and purchase it if you switch to the old version of the Asset Store on your browser. Hope it helps! :)
     
  12. Mark_01

    Mark_01

    Joined:
    Mar 31, 2016
    Posts:
    365
    I am glad I got Xfur Studio yesterday on the " old store " Personally I do not like the new " beta store " at all.

    I loaded Xfur fast yesterday , as time for me for the next while is very limited. I had the time to load the LOD demo
    and it looks fantastic !!! I do not know how to code at all, so sorry if i ask some questions that a appear stupid.

    Just wanted to pop in and say Xfur Studio is great. Congratulations on this release. It will be very fun and nice to
    have fur / hair on models. I am very happy to be able to have and use this.
     
    IrrSoft likes this.
  13. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Hi there,

    Thank you for your comment, I am glad to hear that you like XFur and that you could get it without issues and try it :)

    Yes, the beta store has had quite a lot of issues recently, hopefully it can be fixed and solved soon and smoothly. Also do not worry about any questions you have, we'll do our best to answer them and to improve the tool to make it as easy to use as possible to all users regardless of their experience with C# :)

    Thanks again for your comment and purchase, I hope XFur will be very helpful for your projects!
     
    Mark_01 likes this.
  14. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Issue has been solved and package should be now available in both versions of the Asset Store :)
     
  15. Fluffy-Tails

    Fluffy-Tails

    Joined:
    Jun 28, 2009
    Posts:
    111
    Do you have any plans to offer an evaluation version?
    I don't mind limitations, I just want to test-case this asset before I buy it because I am pretty much sold :D
     
  16. Fluffy-Tails

    Fluffy-Tails

    Joined:
    Jun 28, 2009
    Posts:
    111
    Multi-directional grooming functionality would be an instant buy for me :D

    I see, I will definitely need to investigate re-creating such things in-game.
     
    IrrSoft likes this.
  17. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Sadly, I don't think I can provide an evaluation version without either giving away the whole thing for free or completely redesigning it to limit some of the features. But since it is a shader based package turning off features without completely redesigning the software is not an easy task :(

    But do not worry, full support for all our tools and assets is guaranteed and for some of them we have been able to give one on one support or updates for an easier integration to customer's projects so if there are any issues when integrating XFur to your project a simple support request will be enough to get assistance shortly after :)

    That's good to know, since the multidirectional grooming is looking quite well on the upcoming version and I am right now working on integrating it into XFur Painter to be able to actually "groom" the hair using the mouse :D

    Should be ready in a couple of weeks :)
     
    Mark_01 likes this.
  18. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668
    Upcoming updates in version 1.05, which will be sent for approval before the end of April :
    • Multi-directional grooming
    • Improved LOD script
    • Improved XFur Painter with support for grooming and improved UI.
    • New anisotropic based lighting model for better fur. In BETA, might be pushed back to version 1.1
    • Auto UV mapping for models with troublesome UV coordinates that cannot be edited (such as some models bought through the Asset Store). In BETA, might be pushed back to version 1.1
    • Small improvements on performance
     
    Mark_01 likes this.
  19. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    601
    Nice to see this asset up and running! Easy, high-quality fur assets were almost extinct for a while there. :)

    I know you're closely following SRP development. Have you looked into having XFur support either of the render loops yet? I'm assuming HDRP will still be a mess for several more months, so it might not make sense to even attempt that one yet, but maybe the LWRP?

    Thanks in advance. :)
     
    IrrSoft likes this.
  20. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668

    Hi there, and thank you for your interest in this tool :)
    Right now I'm focused on making this tool as feature rich and stable on the default pipeline first but indeed I'm also looking into lwrp to port this shader as well as my planar reflection and skin shaders. It may still be a few months ahead, but a lwrp version is in the works :)

    It's taking a bit mostly due to current limits on shader development in this pipeline, but it is being worked on :)

    Thanks for your comment!
     
    Mark_01 and chiapet1021 like this.
  21. gecko

    gecko

    Joined:
    Aug 10, 2006
    Posts:
    1,815
    This looks very interesting! Can you provide any more information on performance?

    And I'm not really familiar with pixel shaders....do all dedicated GPUs include them now, or only some?

    Do you know if it works with Mac Metal (which currently doesn't support tessellation?)
     
    IrrSoft likes this.
  22. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    668

    Hi there,

    All integrated and dedicated graphics cards have support for pixel shaders since a good while ago. The version of pixel shader supported as well as the speed that they can be executed with is different from graphics card to graphics card.

    I cannot confirm if the shader works with Metal as I do not own any Macintosh hardware, but the shader is fully compatible with both DirectX and OpenGL so it should be no issue for it to run on Metal. It doesn't use any tesellation features so no problems there either :)

    About the performance, it depends on several things :
    • Amount of samples (passes) that the shader uses. In the package you have versions with 4,8 and 16 passes. The higher the number of passes the more demanding the shader becomes.
    • Size of the furry object relative to the screen. In some graphics cards, the closer you are to the fur or the larger the object appears on screen, the more demanding the shader gets. This is due mostly to the use of transparencies and can be reduced if you use deferred rendering.
    • Amount of furry characters. If you are rendering many furry characters at once this can affect the performance (take more than 80-100 on screen characters as many characters)
    • More than 2 lights and shadows affecting the furry objects at once. The shader gets more demanding with each light (in forward mode) and shadow that it needs to cast (both in deferred and forward) so be careful with that.

    In my own tests using a laptop with a GeForce GTX 1050 (around the same performance as the GTX660) I can render up to 180 instances of the bison shown in the videos and screenshots above while keeping a framerate above 120 frames per second inside the Unity Editor. I believe the performance in the build will be even higher.

    The shader is also compatible with Integrated graphics cards but it is noticeable slower in those, so you should always use lower sample amounts in integrated graphics cards, use the included LOD scripts and warn your end users that a dedicated graphics card with support for Pixel shader version 3.0 is recommended :)

    I will try to compile an demo either today or tomorrow so you can see for yourself the performance of the tool more easily :)

    Thanks for your interest and for commenting!
     
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  23. gecko

    gecko

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    thanks for the quick reply. definitely interested, but a demo would be really nice. Also: We are currently using heightmaps to control the fur length across the mesh. That's the same as the fur map option, right?

    I'd love to see the documentation if you're willing to share it....or at least the inspector panels?
     
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  24. IrrSoft

    IrrSoft

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    Hi again,

    There are not many inspector panels per se, since most of the tool is based on shaders so most of the interfaces are the standard Shader interfaces. Here you have an example of one of them :




    These options can be set by hand in the material or controlled with far more precision by using a fur map (the last texture slot).

    Our fur maps are a bit more complex than just heightmaps since they store information for length, thickness, shadowing and mask on them. In the next version a secondary fur map will contain fur direction and scaling. The recommended way to generate fur maps for this shader is to use XFur Painter to create them but you can easily convert existing heightmaps into XFur compatible fur maps by storing the heightmap data into the green channel and setting all the other channels to white. If you need help with this you can contact me and I can give you a small tutorial on how to convert them using GIMP :)

    Which makes me think it may be a good idea to add a simple auto-conversion tool to make this easier....it will be included in the next version, do not worry :)

    Hope this helps!
     
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  25. IrrSoft

    IrrSoft

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    Updated updates list!
    • Multi-directional grooming
    • Improved LOD script
    • Improved XFur Painter with support for grooming and improved UI.
    • New anisotropic based lighting model for better fur. In BETA, might be pushed back to version 1.1
    • Auto UV mapping for models with troublesome UV coordinates that cannot be edited (such as some models bought through the Asset Store). In BETA, might be pushed back to version 1.1
    • Small improvements on performance
    • Conversion tool to easily turn existing textures into XFur compatible fur maps.
    • Fur color tiling has been made independent from main texture tiling to allow more customization
     
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  26. Mark_01

    Mark_01

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    This is so good and I am sure it will get better as time goes on. I am very glad I took the plunge and got this.
    I will put up a review some time in the coming week. To any watching this thread...
    I am sure the price could go up too.. It is a very well thought out tool, with a lot of possibilities, with new cool updates coming. As soon as I can find the time next week, i will put in a proper review. I am just thinking on wording.
     
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  27. IrrSoft

    IrrSoft

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    Here are two demos. Be warned though that they are a bit heavy since they are using high end features (shadows, several lights, post process, 16 samples) and one of them is compiled for a relatively slower platform (WebGL). Hopefully they will help give you an idea about if your graphics card can handle it well :)

    To run the demo apps at full speed I recommend the following specs which are similar to the ones used for testing :

    Intel Core i5 7300HQ (2.5Ghz)
    GeForce GTX 1050 (2GB)
    8GB in RAM
    Windows 10

    DirectX11 version
    WebGL version
     
    Last edited: Apr 17, 2018
  28. Play_Edu

    Play_Edu

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    awesome tool. is there any plan to support mobile devices in future.
     
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  29. IrrSoft

    IrrSoft

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    Hi there!

    Thank you for your comment! :)

    I do plan indeed to release a mobile version of this tool in the not so distant future, though that will require completely different algorithms and lighting functions ONLY for mobile. This means that most of the package will need to be re-designed so the only thing I am not sure about is if the mobile version will be included in this same package (with maybe a small price rise?) or if it will be its own package due to the many differences that there will be between both versions, but mobile support is indeed planned for the not so distant future :)
     
    Last edited: Apr 17, 2018
  30. Play_Edu

    Play_Edu

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    Thank for the quick replay:)
     
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  31. gecko

    gecko

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    Thanks for posting those demos, but I am unable to unzip either one, getting errors.
     
  32. IrrSoft

    IrrSoft

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    Hi there,

    They were compressed in 7zip but in zip format. Maybe this is causing the error? Here is another link to it, uncompressed :)

    DirectX11 version
    WebGL version

    EDIT : WinRar gave me errors when trying to unzip the other files so I reuploaded the compressed versions as well in a far more compatible Zip format :)

    Just tested the compressed versions and they are working better now with WinRar and Windows default unzip software :)

    Hope this helps!
     
    Last edited: Apr 17, 2018
  33. gecko

    gecko

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    Thanks, that works, and was a lot of fun to play around with. Is there, or will there be, a way to make the fur tapered toward the tips? That frizzy-tip look is not ideal. (Maybe the frizziness is more pronounced with the wind? The fur in the bison video looks better, though it's so dark I can't really tell what the fur looks like.)
     
  34. IrrSoft

    IrrSoft

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    There are several ways to fix the look of the fur that you get with this shader, from using different noise textures (though the bison is using the default one!) to just adjusting the material parameters (especially the fur "Thickness" parameter) and taking a little time to work with XFur Painter to get the result that you want :)

    This model is using the very very basic and default settings of the shader with no tampering so you can get exactly the look you want with the fur. The shader supports it already, it is just a matter of working with the tool and maps to get the exact result you want :)

    I'm glad that you liked the software!

    EDIT : Here is a really close close up shot from the fur in the same scene I sent you after I tampered a bit with the material's fur thickness. In the upcoming update there is an even higher sample count shader (24 samples) and a smoother tapering curve which will give an even smoother result, but as you can see here the shader already supports tapered fur, it just wasn't turned all the way up in the demo scene I posted :)

     
    Last edited: Apr 17, 2018
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  35. IrrSoft

    IrrSoft

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    Slightly clearer example of Fur Thickness in action (just with the material slider, no painting nor advanced tweaking)

    Thickness set to 0 :


    Thickness set to 0.5 :


    Again, this thickness ramp is being made smoother for even more precise control, but tapered fur is already possible in version 1.0 of XFur :)

    Fur looks softer and thinner in Forward rendering due to the support of full transparencies. In deferred (such as in the demos) the fur looks a bit coarser but has the bonus of better performance :)
     
  36. gecko

    gecko

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    Thanks for those examples -- very nice! But are those in Forward? We're using Deferred.

    Earlier you mentioned the cost of shadows -- is it possible to have the shadows ignore the fur, just cast the shadow of the mesh?
     
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  37. IrrSoft

    IrrSoft

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    Both examples work in both forward and deferred modes, the difference is the path that the shader itself uses. This one, the bison one and the demos are all rendered in deferred mode :)




    About the shadows :
    Deferred rendering makes ALL objects receive shadows. This is not something you can disable on the shader itself, as it is handled by Unity on its own. If you disable shadows, the shader will fallback to forward mode automatically again thanks to the way Unity handles things.

    Casting shadows is not too expensive, receiving them is the expensive part as it requires a re-draw of the mesh and all its passes. In deferred, there is no way to avoid that. However, if your scene is casting shadows only with a few lights affecting the mesh directly there should be no problem performance wise :)

    EDIT :
    To be a bit clearer, in deferred mode there is no way to disable shadow receiving since that is a limit in Unity's deferred pipeline.

    The shader's are the same in forward and deferred mode, they just change the way they handle transparency. In deferred mode, the hair looks less soft (for the way Unity handles transparency being limited in deferred mode) but it can be tapered all the same :)

    In version 1.05 I am adding new noise maps for different fur styles so you can have even more variety to choose from :)
     
    Last edited: Apr 17, 2018
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  38. IrrSoft

    IrrSoft

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    Just as a small additional tip, if your target platform supports Unity's PostFX stack and you enable Antialiasing in deferred (especially the temporal antialiasing) you can get a very soft and even better look for the fur in deferred compared to forward rendering :)

    upload_2018-4-17_11-49-52.png

    EDIT : Here is a small video showing the fur rendered in deferred mode with temporal antialiasing enabled :)

     
    Last edited: Apr 17, 2018
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  39. IrrSoft

    IrrSoft

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    Thank you for your kind words, I am glad that XFur has been useful to you and to see you are liking it so far :)

    Hope all the new features coming will be exiting for everyone! :D
     
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  40. gecko

    gecko

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    thanks for the videos, that does look promising...but could you crank up the lighting? They're awfully dark (as are all the model shots for your products on the asset store) -- really hard to see any detail. :/
     
  41. IrrSoft

    IrrSoft

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    Hi there,

    I just checked in other devices and the lighting does seem fine to me, if I crank it up it starts to over-bright noticeably....maybe your screen has a lower brightness?

    In any case, I am preparing new screenshots for this thread with a higher brightness :)
     
  42. IrrSoft

    IrrSoft

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    Here is the video again, with a higher brightness and contrast :)

     
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  43. gecko

    gecko

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    Okay, I got it, playing around with it. Could you share the material settings for the monkey video above? I can't get that dense, plush look..

    Also, I tried another animal, and the fur on it is blowing excessively in the wind, while in the same scene, the fur on the wolf barely moves in the wind. Why would the wind effect be so different on them? Wind is set to 0,0,0,0 on both materials.

    thanks
    Dave
     

    Attached Files:

  44. IrrSoft

    IrrSoft

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    Sure enough! I will send you the material settings and a different Fur Noise map texture that might help you in a PM. The wind settings are controlled through a script called XFur_Wind.

    The value that appears in 0,0,0 in the material's interface is dedicated to physics movement, not to wind. Wind is set up globally through the XFur_Wind script.

    It can be affected due to the meshes scales (models should always be kept at a scale 1,1,1 for better results). In case this difference is TOO intense I am sending you a modified version of the shader through PM as well that comes with a dedicated slider for wind strength so you can adjust it more easily on a per-material basis. This slider will show up on v. 1.05 but I am zipping it right now to send it to you to see if it fixes your issue :)

    If you can PM me an email address to send you patches/updates if needed as that would be great and much easier to keep track and give you better support, but for now I will send them to you through a PM :)

    Hope it helps, and thank you for your purchase!
     
    Last edited: Apr 17, 2018
  45. 3d_Artist1987

    3d_Artist1987

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    Is it mobile compatible? (High-end mobile)
     
  46. IrrSoft

    IrrSoft

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    It is compatible in the sense that it will render and be visible on mobile, however it is demanding on hardware and has been designed for desktop platforms.

    I'm not sure if you can run the webgl demo posted above on mobile but I'll try to build a mobile demo to test performance :)

    In short, it will run on high end mobile devices but the performance may be low if you use the 8-16 sample versions.

    Hope it helps!
     
  47. 3d_Artist1987

    3d_Artist1987

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    Thanks.
    Lightning speed reply.:)
     
  48. IrrSoft

    IrrSoft

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    No problem :)

    It is a bit late here so the demo will not be ready until tomorrow, but I will tag you when I post it here so you can see it and test if it runs well on your mobile device before taking any decision about if XFur is right for your project :)

    Thanks for commenting!
     
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  49. IrrSoft

    IrrSoft

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    Hi there,

    Here is a link to the Android demo. It didn't render in any of my devices since I don't own any high end mobile devices but since it is compatible with OpenGL it should, in theory, display on a high end mobile device. I leave it here so you can test it and see if it works for your device :)

    Again, however, this tool is not designed for mobile and the mobile-specific version will be developed at a later date.

    Hope it helps!
     
  50. 3d_Artist1987

    3d_Artist1987

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    Thanks.I will check.
     
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