Hair tool is a plugin for creating animated human hair. To set it up you need a hair geometry mesh, and a few minutes to configure. Hair consist of nearly 20000 individual stands. Up to 500 of them are simulated with a physics engine, others are tesselated and interpolated.
Physics are implemented with a custom engine based on Verlet integration, and executed on GPU (Compute Shader). You can configure elasticity, gravity, and curveness in editor. Colliders can be added to bones. Unity WindZone component is supported.
Lighting is based on Kajiya-Kay reflection model. You can configure color and specular facor in editor.
Shadows are implemented as a Unity shadow caster pass. Shadow receiving will be added with the next update.
Editor is Blender. 3dmax support will be added in next build.
Looks great. Are you planning on releasing any tools for Maya? Are you also able to style hair within Unity as well? I would also love to see a video of performance of long hair, using multiple colliders for the shoulders, arms, chest, etc.
Wow this looks promising, and I appreciate the blender integration.
What sort of hardware is this running on? Are you going to release a demo application?
Is there any chance it could work on Linux? I know it requires DX11 for now, but I had to purchase it and try it anyway, as I was quite eager to see any option to make Blender hair to work with Unity.
I really wish future versions could run on Linux version of Unity. Anyway, Thanks for the nice work!
This video has bad quality, actually it looks much better. I will publish demo build soon.
And yes it is without anti-aliasing. Anti-aliasing can be added as post process.
This looks fantastic! I would encourage you to make the file format information available so users can add support for their 3d app of choice. I would buy this but you do not support the 3d app I use (Houdini).