Search Unity

  1. Unity 2019.1 is now released.
    Dismiss Notice

[RELEASED] XFur Studio - Mobile. The most complete fur solution for Unity, now on mobile.

Discussion in 'Assets and Asset Store' started by IrrSoft, Jan 8, 2019.

  1. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    We are proud to introduce our latest tool for Unity and a continuation of our most popular product, XFur Studio : XFur Studio Mobile.

    This version is a first release and, because of that, there are still several improvements to be made on the upcoming months as more people use it and we further adapt it to better suit the needs of mobile developers and to make any compatibility adjustments needed for different mobile devices.

    XFur Studio Mobile is a complete adaptation of the full XFur Studio suite of tools and shaders adapted to work on mobile devices. Most of its features have been re-written, simplified or tweaked to make it possible for the full XFur fur rendering to work on a wide array of mobile devices, from the low end OpenGLES 2 compatible phones to the latest Pixel Shader 3-4 level hardware.








    With XFur Studio Mobile you can add high quality fur to any mesh and character in your mobile games. The fur reacts to physics, lights, shadows, movement, is compatible with PostFX, forward and deferred paths (deferred is available only on some mobile devices), can be easily customized and even groomed inside the Unity Editor thanks to our tool XFur Painter :


    Now you can have all the power, flexibility and high fidelity rendering of XFur Studio on your mobile apps and games!

    Features :
    • Compatible with Android (OpenGLES2/3) and iOS
    • Basic shaders for OpenGLES 2 level hardware with high quality fur, limited advanced features and support for 1 directional light
    • Full shaders for OpenGLES 3 and iOS with all features included and support for both forward and deferred rendering paths, with any number of lights
    • Support for advanced wind effects
    • Support for dynamic snow and rain
    • Support for basic physics without any need for a rigidbody!
    • Fully managed LOD module
    • Profiles based fur management
    • Per-instance parameters
    • Multi-material support
    • Multi-coloring support
    • Color randomization
    • Includes a fully functional 3D fur painting tool that allows you to add fur and control all its settings by painting directly over your model's surface...inside the Unity Editor!
    • Basic implementation of for grooming inside the Unity Editor!
    • Fully compatible with all Unity PostProcess effects.
    • Support for advanced PBR features such as global illumination, light and reflection probes, etc. on high end devices
    • Full support for static and skinned meshes
    • Several quality levels included for a perfect balance between quality and performance
    • Compatible with OpenGLES2, OpenGLES3 and any Shader model 3.0 level device
    • Skinned Mesh of a 3D dog model included
    • Full user manual and documentation included

    XFur Studio Mobile is the perfect solution to add realistic fur to all your characters and creatures without any need for additional tools, troublesome texturing processes nor difficult to set up shaders.

    IMPORTANT : Multi-directional grooming, full shadows, physics and other features are NOT available or are heavily reduced in OpenGLES2 level hardware due to hardware restrictions.

    Note : This tool has been developed for mobile devices and its features and visual fidelity have been adjusted accordingly. If you need high fidelity fur rendering for desktop and other non-mobile platforms, use the full XFur Studio asset instead.
     
    Last edited: Mar 13, 2019
    gecko likes this.
  2. gecko

    gecko

    Joined:
    Aug 10, 2006
    Posts:
    1,949
    Fantastic!

    Can I have both versions of xfur in the same project?
     
  3. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    Currently, no. There are at this moment several scripts that could cause conflicts and the assets are not designed to work side by side in the same project. This may change at some point, but at least for now there are no plans of making both versions of XFur capable of co-existing in a single project.

    Except in very specific cases, most developers tend to have a mobile specific and a console/desktop specific project since inputs, libraries, graphics etc are usually not compatible between both kinds of platforms and constantly switching platforms in Unity with a large project (even if it is just to build) could break things along the way. Since usually developers working on multi-platform have already two projects (one for mobile one for high end platforms) this should not cause big issues. If having both assets in the same project is a must, please comment this below so we can add it to the list of feature requests for the roadmap and look into it during the following months.

    Hope this helps! :)
     
  4. gecko

    gecko

    Joined:
    Aug 10, 2006
    Posts:
    1,949
    Yeah, we will be deploying to desktop and mobile from the same project, though won't get into mobile for a few months, but it would be a huge help if they could coexist.
     
  5. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    Ok, I've made a few preliminary changes that should allow an easier integration of both tools in a single project, however it will still require some changes on a per-project basis (mostly to delete repeated scripts from either tool). This should be available in around 2-3 weeks once I have made extensive tests and once it can be fully documented :)

    In short : for now, not able to coexist but they will be able to soon enough, around the end of this month, with just a few adjustments that will be explained in the documentation

    Hope it helps!
     
    gecko likes this.
  6. gecko

    gecko

    Joined:
    Aug 10, 2006
    Posts:
    1,949
    Thanks, I really appreciate this!
     
  7. grubertm_unity

    grubertm_unity

    Joined:
    Aug 28, 2018
    Posts:
    1
    The PDF manual for the Mobile version frequently references the desktop version. Is there any additional content in the desktop manual that I should be aware of?
    Also, what is the purpose of the Grid demo scene? The camera is placed in a weird location and I do not know what the 4 models are supposed to demonstrate.
     
  8. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    Hi there!

    The only current difference between both versions are a few rendering features (anisotropic highlights, higher sample counts, advanced per strand shadows ) but besides that the mobile version is a heavily optimized port of the full version.

    In the upcoming updates the documentation of this tool will change more ( and I'm currently working on updating the whole documentation and tutorials for my tools ), but the actual workflow of both versions was kept almost the same to make the transition as easy as possible for users of the desktop version, thus the manual being basically the same as well :)

    The grid demo scene is just a showcase of the assets included ( the models ) and it is a requirement that has been asked from me by the curation team of the asset store in the past. No real use for you there, is more to fulfill an Asset Store submission requirement.

    I hope this helps!
     
  9. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    These are the last few days of the discount on XFur Studio Mobile for owners of our other product, XFur Studio. On February 15, XFur Studio Mobile will go back to its full price of 50 dollars for everyone :)
     
    Last edited: Feb 12, 2019
  10. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    There is an update coming in late March / early April for XFur Mobile which should address the compatibility issues for projects that require to have both XFur studio and XFur studio mobile working at the same time. I hope it helps!
     
  11. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    Version 1.1 of XFur Mobile is coming in late March with the following updates :

    • Performance improvements between 20% and 400% depending on the exact components used and the amount of polygons of your models
    • Improved control over the fur
    • New additional set of scripts designed to work along the main XFur Studio version for projects that need to combine both
    • Internal changes to the code to allow more flexibility when assigning XFur at runtime to characters and models.
     
    gecko likes this.
  12. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762

    The update to v1.1 suffered a small delay due to some additional patching done on the main XFur branch which added further performance improvements, new features and a generally more flexible workflow. Since these were major changes and in most cases a great benefit for users we decided to delay slightly the release of v1.1 of XFur Mobile to include all of these patches and fixes into a single release. XFur Mobile v1.1 will be sent for approval around the weekend and released next week :)

    However, there are some important news. Version 1.1 of Xfur Mobile will be the last version to support Unity 5.6 and starting with version 1.2 the minimum version of Unity required for XFur Mobile will be 2017.1. By August-September of this year, the lowest supported version will be 2017.4 ( LTS ). This is in part due to recommendations by the Asset Store team and in part due to the technical difficulties of developing these assets for Unity versions that have grown quite different in their internal APIs and in some cases requiring complex workarounds for older versions of Unity. If you have any reason for which your project is locked to Unity 5x please contact us, we are interested in hearing from you and trying to find a solution for this that allows you to keep using our tools.

    I hope this helps, and apologies for this delay. We hope in the end it will be completely worth it!
     
    gecko likes this.
  13. hottabych

    hottabych

    Joined:
    Apr 18, 2015
    Posts:
    85
    Is it possible to paint over fur (or to use a texture to create a fur of different colors)? Like zebra, giraffe skin etc.
     
  14. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    Hi there,

    Yes, it is entirely possible to assign any texture map as the color input for the fur. On top of this, you can specify up to 2 different colors that will be mixed with the main texture map to create additional variation in the fur.

    upload_2019-4-7_22-35-23.png

    upload_2019-4-7_22-35-45.png

    upload_2019-4-7_22-36-20.png


    I hope this helps! :)
     
    hottabych likes this.
  15. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    Version 1.1 will be available for download later today. Besides many internal performance improvements that bring it closer in features and workflow to XFur Studio 1.5 ( the desktop version ) it also brings compatibility with XFur for Desktop through a two way system, for those of you who want or need to have both XFur products in the same project.

    While having both versions running side by side is not recommended since it could have unexpected issues, it is possible to do so starting with this newer version thanks to the XFur mobile code being wrapped into a specific XFurStudioMobile namespace.

    There are two ways to have compatibility between XFur Studio and XFur Studio Mobile :

    • If XFur Studio (Desktop) is already installed in your project : DO NOT import the whole XFur Studio Mobile package as it will try to overwrite some items from XFur Studio ( Desktop ). Import and unpack the XFur Mobile + XFur Desktop Compatibility.unitypackage included in the tool AND the documentation and READ ME files.
    • If XFur Studio is NOT installed on your project but you have already installed and used XFur Studio Mobile then update the tool as you normally would, allowing the new scripts and content to overwrite the one that already exists on your project. Then, follow the READ ME file's instructions about how to run the Auto-patching utility. This utility will replace and modify the internal GUIDS and some scripts of XFur Studio Mobile as well as update all the references to XFur Studio Mobile within your project. THIS PROCESS IS NOT REVERSIBLE AND IT MAY PRODUCE ERRORS OR BREAK LINKS AND METADATA WITHIN YOUR PROJECT. MAKE A BACKUP BEFORE USING IT

    Again, it is not recommended to have both versions of XFur running side by side since, in most cases, projects for mobile and desktop should be developed as different projects. If you want to have both versions together regardless of these warnings and potential conflicts, then please try to import and install XFur Studio for Desktop first and then use the first solution explained in this post, so you can avoid the more aggressive solution that is the Auto-patching.

    Once both tools are successfully installed and working side by side, any new updates that you wish to install for XFur Mobile should be installed following the first solution above, by importing the documentation, read me and XFur Mobile + XFur Desktop Compatibility package ONLY, and then unpacking said package.

    I hope this helps!
     
  16. CentViRe

    CentViRe

    Joined:
    Dec 6, 2016
    Posts:
    11
    Can be mobile ver, work for standalone? Working with VR, need best performance.
     
  17. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    Hi there,

    Yes, the mobile version can be used in standard OpenGL and DirectX platforms. However, keep in mind that since it is a port designed for mobile there will be several limitations compared to the full XFur system and some features are reduced or missing entirely since it is not oriented for PC development.

    The highest quality mobile shaders included in XFur mobile have similar performance to the low / low-medium quality shaders from the PC version.

    If you have more questions, please feel free to ask before you make your purchase so you can have all the information you may need :)

    Have a great day!
     
  18. CentViRe

    CentViRe

    Joined:
    Dec 6, 2016
    Posts:
    11
    Hello does you have another method of buying asset? In unity asset store it will be with tax $58.
     
  19. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762

    Hi there,

    Unfortunately no, we do not offer our assets in any other stores (except a select few on Itch.IO). Almost all stores (and certainly all the ones we have tried over the years ) add taxes on top of the prices, otherwise those taxes would be deducted from our own payments (on top of Unity's / the store's cut ) and we would need to in turn raise the price to ~60 dollars to make up for the loss in revenue.

    EDIT : We understand that some users face some pretty steep taxes but unfortunately, this is out of our control and we are not in a position to absorb them since, again, they vary greatly and we would be forced, sooner or later, to raise the prices to make up for this lost revenue.

    As an alternative, we have started to participate more in different sales and promotions in the Unity store, which may also help make the tool more affordable during the sale events by offering discounts of 20, 25 or even 50% at times.

    I hope this helps
     
    Last edited: Apr 19, 2019 at 6:18 AM
  20. CentViRe

    CentViRe

    Joined:
    Dec 6, 2016
    Posts:
    11
    Project optimization, right now max FPS around 20. How to increase atleast 30
     
  21. IrrSoft

    IrrSoft

    Joined:
    Jul 6, 2012
    Posts:
    762
    Hi there,

    I suggest you to start a conversation with us here on the forums so that we can keep track of your request much better and also to please provide as much information as possible. With the amount of information you give me there is little to nothing I can do to help. For starters, I would need to know :

    - Unity version
    - Type of model you are using, skinned or standard
    - Target platform
    - Project configuration if you are using VR ( Multi-pass, Single pass )
    - PC specs
    - Amount of XFur samples of the shader you are using
    - Complexity of the material
    - Size of the textures
    - Complexity of the topology. This is the mobile version of XFur and thus it should be used with low poly models.
    - Gifs, videos or screenshots showing the issue
    and any other useful information you can provide.

    A low FPS can be produced by almost anything, almost every single time due to errors in the user's setup, wrong settings being used or little / inadequate optimization in the assets / project but to track these issues as much information as possible is neccessary.

    EDIT : I went ahead and opened a new conversation so you can send us all necessary information there and we can keep track of this request :)

    I hope this helps.