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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 :slight_smile:

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

https://www.youtube.com/watch?v=-trnPfMzw-c

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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

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 :slight_smile:

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 :slight_smile:

Hope it helps, and thank you for your purchase!

Is it mobile compatible? (High-end mobile)

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 :slight_smile:

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!

Thanks.
Lightning speed reply.:slight_smile:

No problem :slight_smile:

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 :slight_smile:

Thanks for commenting!

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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 :slight_smile:

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

Hope it helps!

Thanks.I will check.

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No problem, I hope it works! :slight_smile:

Update to version 1.1 will be sent to the store near the end of the month due to the many improvements and new features it will include.

  • Multi-directional grooming.
  • Better wind speed controls allowing per-material settings.
  • Improved management and performance of physics based movement.
  • Compatibility with older Unity versions (5.2+)
  • Conversion tools to convert existing heightmaps into XFur compatible textures
  • Improved XFur Painter UI,
  • New lighting model (for forward rendering path). BETA
  • New styling effects such as rim lighting (for both forward and deferred)
  • Improved LOD script.
  • New shader variants with a higher quality (24 samples)
  • Independent tiling for fur color
  • Auto-UV calculations for models with troublesome unwrapping or with a secondary UV channel already in use
  • Performance improvements
  • Fur thickness control improvements
  • Better control over skin smoothness/fur smoothness transitions
  • New Fur noise maps.

Small preview of the multidirectional grooming in action, coming in the next update! :
3470762--275702--upload_2018-4-22_12-17-52.png

3470762--275703--upload_2018-4-22_12-18-2.png

3470762--275704--upload_2018-4-22_12-18-9.png

Soon I will post a video of grooming inside XFur Painter :slight_smile:

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What if you offset the shell in a rotating pattern to make curly strand? would it be possible to make locally curly fur?

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Hi there,

That’s something I am actively trying to do, either through the shells themselves or with some “clever” UV mapping :slight_smile:

The shell method of fur does not lend itself easily for curly fur but I am researching the best method for this, don’t worry. It won’t be ready for this first update, but as soon as I find a way to make curly fur without compromising performance too much I will update right away!

Thanks for your comment and suggestion, and do not worry, I am trying something fairly similar to see if it gives a good, convincing curly result! :slight_smile:

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New rendering method for fur coming in v 1.05 (this month’s update) for both forward and deferred. Added adjustable rim lighting for softer, more realistic fur rendering

Below, the new fur rendering method rendered in linear space. Previous screenshots in this comment were rendered in Gamma space. This is using deferred rendering, default settings, 16 samples shader using a low detail noise map :slight_smile:

EDIT : Also, though this feature is in BETA, a new triplanar version of the shaders will be included for those difficult models with UV coordinates that do not lend themselves for fur mapping.

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Here you have a small tease of the features coming in the new XFur version for the end of this month, mainly the new XFur Painter features and the very promised multi-directional grooming capabilities and an improved rendering method :slight_smile:

The version is no longer a small update (1.05) but a full major update packed with TONS of new features, thus it will have the number 1.1 :slight_smile:

I hope you will like it!

https://www.youtube.com/watch?v=lcxRLpRM7Sk

Wish granted, multi directional grooming is coming to XFur in just a few days alongside a TON of new features! :smile:

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directional grooming on contact (kind of dynamic brush like bahaviour) like in shadow of the colossus? basically touch bending?

Hi there!

Directional grooming, at least in this version, is designed mostly for artistic control over how the fur looks on a character. To actually groom it and give it the look you want. Directional grooming as a touch bending method is not implemented yet but it is easily achievable if you update the Fur Directional Map in real time. To see how to update it in real-time based on a collision you can use XFur Painter’s source code as a starting point.

I will try to add actual touch bending support in future updates, dont worry. And it is already doable with the features included, but you would need to do the updates to the fur direction on your own at least in this version.

Thanks for commenting!