Introducing Fur Factory - a fun new tool to create fur in your game!
Fur Factory is a fun and easy Unity tool to create great looking fur for your game! With a single click you’ll be able to spawn multiple hair clumps onto your character. You can comb it, cut it and even use hair spray to shape it however you want!
The fur is automatically skinned to your character, naturally deforming with the base skin.
Looks great! What’s the price, does it work at runtime, does it have LOD, and is it affected by wind? Those absolutely are not requirements for me, I’m just curious.
Its a “not yet” to those questions - but this is the first release, so I’m collecting a list of requested new features. Wind was already high up there - I’m going to add LOD and runtime modifying as well.
Count me in. If you want more feature ideas: self-shadowing, density control, fur splat-map for texture-controlled growth/settings, and a wetness setting to cause it to lay flat and increase gloss. None of those are important, but all would be nice depending on the situation.
Yeah this looks nice. I was going to suggest dynamics but I see you already have it on the list.
You may also consider clumping (this might be covered in splat maps also). I haven’t ever used clumping for hair/fur, though it seems to be a highly requested and desired setting in other hair/fur systems in 3D apps.
Nice work.
Dynamics will be a nice addition - actually you already get some nice natural movement from the hairs as they inherit their skin weights from the root.
At the moment you can choose between “clumpy” or “straight” looking hair. It would be great to be able to paint the clumping as well - have a “clumpyness” brush… perhaps I could call it the “Hair Gel Tool”. (At the moment there is “Scissor Tool”, “Comb Tool” and “Hair Spray Tool”
Yes - this looks nice, however it is rather stiff atm. The dynamics I’m talking about is the falloff inheritance - the root of the hairs which inherit the motion of the skinned character 100%, to the tips of the hair which should lag and have overlapping motion, and it would be nice to be able to customize these settings. So a longer haired character can have more lag and overlap, where a short haired character would have less lag and overlap.
Looking forward to the next update.
So my first impression is that Fur Factory is awesome. The fur looks great. The sorting does a good job and makes alpha-blending way better. It’s likely not an easy request, but I’d really like to have a brush to paint the hair on. And a shaver to completely remove the fur within a radius. I noticed that styling is pretty slow. It’s doable, and it’s nice to be able to do so, but it’s 1.5s between each stroke. If that could be sped up to the speed in your video, that’d be awesome. Also, the generator needs to check to ensure that the selected object has a mesh - infinite progress bars aren’t fun.
Anyway, thanks for releasing FF. I look forward to seeing what you do with it!
Brush to paint hair on may prove tricky - though I am planning on making a density map that will essentially do that (although you wont get live updates)
Yup - I’m thinking on adding a “Shave Hairs button” in the scissors tool that will remove the small hairs from the mesh.
Could you give me an idea on what your test case is - how many polys is the source mesh, how many hairs have you set, whats your computer specs and OS?
Yup - noticed that whilst it was in release, I’ll be fixing that in the next update.
Also I’ve been working on dynamics - I’ll show some vids of it progess hopefully sometime this week
Between the Shave Hairs button and the density map, I think there’s little need for a Paint Hair brush.
It’s slow on any mesh, but the number of hairs seems directly related to the delay. I just tried it on the monster’s face with 2k hairs to confirm. After each brush step, it pops up with the Unity window that mentions importing small assets. Are you saving the mesh to disk after every brush step instead of each stroke? The project that I tested within was on a HDD so I’ll try it on my SSD tomorrow to see if that’s the issue.
3GHz i5, 8GB ram, 64-bit, Win10, Nvidia GPU (mid-range, not sure which one)
Ok, I’ve done a fix so that it saves the mesh on mouse up instead, could you email me at furfactory3d@gmail.com so I can send it to you.
I’m not sure why you get an importing small assets dialogue, that’s likely slowing it down further - I’m not getting that on my mac or PC.
By the way - as useful tip - you can do all the painting with less hairs and then when you want to make your high res fur mesh you can assign the paint model in the inspector to copy all the information over
I figured out the reason. I use a cache server, and it’s trying to update the cache with each step. I can turn it off for styling - so it’s not an issue now. Sorry that I brought it up, and I don’t think you need to send me that fix you made.
Obviously it depends on how many hairs you make, but to give you an idea - on an old galaxy Ace (very low end android) I was running above 30fps with 2 wolves full screen each with 5000 hair clumps.