HairStudio - beautiful hair, now in Unity !


HairStudio - early access
Beautiful hair, now in Unity.

Asset store - Twitter - Demo (Windows only)

[Jun 2020]( HairStudio - beautiful hair, now in Unity ! page-2#post-5971118)

  • Added support for MacOS, iOS and Android
  • Tesselation: the renderer can now add vertices to smooth hair curves.
  • You can now add as many colliders as you want in the simulation, only those in range will be checked.

CREATE YOUR OWN STYLE with a complete set of intuitive tools. You can author an infinity of styles directly into Unity, without any artistic or modeling skill. Start straight away by painting hair roots on any mesh !

SIMULATE & RENDER tens of thousands of individual strands. Inspired by Pixar’s and AMD most recent technologies, the built-in physically-based renderer draws and animates beautiful and realistic hair in no time.
Realism is not your cup of tea? just override any of the automated values to get the very effect you desire.

LEARN FAST thanks to a complete textual documentation, video tutorials and a showcase scene where each and every feature is demonstrated and explained individually.
Tons of examples in motion included!

PERFORMANCE! Hair simulation is a heavy load, but HairStudio is fast! Performant shaders, finely optimized code, automatic level of detail… You can now add hair to every corner of your game.

Compatible with all DirectX11 platforms. HDRP is not yet supported. Compatible with Unity 2019 only. Backward compatibility will come soon.
Code included!

Please note that HairStudio is currently in early access stage and is not ready for production. We are working hard to provide the best experience but you may still find a hair on the soup:

  • several features are still in the ToDo list,
  • bugs can occur (please report !)
  • some features can end up being completely broken,
  • in the worst scenario, hair styles may become incompatible in future versions (we will do our best to avoid that one).

Watch the full tutorial here to get your started.

5660200--589159--24 showroom 2.gif

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reserved

Looks good. Keeping it on my watch list.

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On the expensive side for early access but the excellent reviews for your other assets do make it very tempting. This really is some serious voodoo magic. Good work!

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Can we select individual hair guides? In other words, can we limit the brush/scissors to selected guides? (if not, will that be a priority on the todo list?)

You have a screenshot with blonde strands in front, are they a separate instance of the hair component on the same mesh?

You can indeed select only certain guides to comb and cut.

indeed, the blond strand is on a separate hair instance. One limitation is that guides from an instance are only visible when this instance is selected. So working on a second instance is not easy as you don’t see the first anymore. I will fix that soon (still figuring the best way).

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@methusalah999 Is this what’s going on when you’re switching to the B channel? as in here:

I couldn’t quite work out what A AB B BC C CA are about in the interface

… Could you possibly speak through your tutorial videos? :slight_smile: We don’t mind if English isn’t your first language (and I speak French if you really want to do it natively and let Google handle the subtitled translation!) It’s just that it’s hard to work out why you’re doing some things sometimes

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As seen in the documentation PDF available in the root of the project:

If you have already read that doc, could you please point me to the unclear points?

Indeed, speaking during the tutorial would certainly be valuable. I will try and include voice in my next tutorials. In the meantime, have you tried and visit the showcase scene? All features are explained one by one, including the parting of roots using root zones.

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Thanks @methusalah999 but I haven’t bought the asset yet, though think I will. Was watching the vids to find out more about it

Sorry, I should have understood. So yes, many more learning ressources are present inside the asset to help in using it, but please, ask me anything before you buy.

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Hey @methusalah999

We talked on twitter the other day about custom shader for hair studio. I bought you asset and it’s working great and looking really good !

Making a custom shader with amplify seems indeed a bit complicated. I suppose it can be possible with a custom template. But first I will have to learn with some shader tutorials because it’s beyond my knowledge for now.

Also, do you think it could be possible to support more platforms than only DX11 ones ? I often see vulkan is a good choice for that. (I’m level potatoe on that so I really don’t have a clue if it’s doable with your hair shader)
That way it could also be compatible for mac users, nintendo switch, etc.

I’m afraid that backward compatibility below DX11 won’t be possible with HairStudio. There are some pretty recent technologies at hand here.

Note that a lot of platform are already (or are becoming) DX11 compatible. This compatibility is generally less a matter of technology, than a matter of standard. As sad as it is, DX11 is quite a standard these days, at least in the Unity ecosystem (please don’t hurt me).

Have fun with HairStudio and please, DM me if you need more info for your amplify project.

The second HDRP is supported.
ill buy it.
I paid for hair tool and the publisher gave up on the asset.
and HAIR COMPOSER for unity does not support HDRP.
If you get HDRP to work yours will be the best hair solution for unity on the market.
No pressure :slight_smile:

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This is looking very nice. The price is keeping me from instant buying! Can the hair be controlled to be less CPU/GPU intensive, e.g. make less (but perhaps thicker) strands, give it a cartoon like look?

HairStudio already include an automatic Level Of Detail system that will make the hair more sparse and thicker when the camera moves away. You control the distance for min and max LOD.

In addition to that, you can control the density and thickness of hair. Note that the thickness can be change during runtime, but the density can’t. Once the hair is generated, it can’t be changed. LOD system only hide some random hair strands to save rendreing time.

Finaly, the heaviest part of the computation is the physics. There are many optimization yet to add on this part, but you can already block the hair at a certain rate from the root to the tip. The more strand nodes are locked this way, the faster the physic step is. This is not automatic, though. You must change the value yourself (for example, when the haired character is far away, or behind the camera, depending on your game). This way, you can save perf while still have some part of the hair moving.

Hope it helps ^^

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I’m working on the HDRP right now ^^ but it’s not a easy thing. May take some time. I’ll inform you.

This is HDRP ^^
5669623--590815--upload_2020-4-4_14-49-37.png

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How does this early access stuff work? Is what we produce now likely to become redundant in a future release? : ]

Looks fantastic and, if performance is as good as hinted, I’ll definitely be grabbing a license. Any particular kind of hardware reliance?

Early access is due to two things :

  • some “nice to have” features are still in the todo list,
  • the tool is young and requires a beta testing phase to ensure it works in real-life situations (for bugs and GUI mainly).

The most critical issue you can encounter at this stage is that the hair styles you create today may become unusable in the next versions. But it is identified as a major issue and I’ll do my very best to avoid such situation.

More details about the “nice to have” features :

  • Tesselation of the hair geometry will allow to smooth strands with less physics.
  • A simulation based on springs could allow for curly hair.
  • An importer for hair asset from 3d modeling tools.
  • The ability to style the hair during play time, and in VR.
  • Undo/redo support.
  • Support for skinned meshes to make fur possible.

Nice to have rendering features that are currently impossible to implement in HDRP.

  • A proper anti-aliasing is required as hair strands are often less than a pixel wide.
  • Self-shadowing will add the feeling of volume for non-black hair.
  • Hair/hair scattering of the light will produce more beleivable results for blond and white colors.

None of this is actually mandatory.

HairStudio requires Unity 2019.1 at least, because of the rework of the job system. HDRP is not supported yet but this is imminent.

For the target platform, HairStudio requires DirectX11 and a graphic card. Performance will be dependant on the quality you decide : density of the hair, number of iterations in the physics simulation, LOD distances… HairStudio provides several solutions to obtain good performances in all situations.

Thanks for your info, if I may ask, do you have long term plans to support/update this asset? E.g. 3/4 years, if there is plan?

HairStudio will be in early acces for the next six month I think. During this time, I will mostly focus on the stability of the tool, and implementing the features that are requested by users the most.

After that point, it’s hard to predict anything. It will depend on requests, sales, new technologies… Unity mid-term roadmap is quite heavy and I think I will have a lot to do only to follow their own updates. SplineMesh, my oldest asset on the store have been here for two years, has received major updates every 8 month or so.

I don’t plan any interruption in the support provided here and debug updates in the foreseeable future.

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