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Hair Designer - Dynamic hair & fur tool

Discussion in 'Assets and Asset Store' started by kalagaan, Sep 16, 2016.

  1. kalagaan

    kalagaan

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    The mesh is generated, but some data are computed at runtime and sent to the material by the hairDesigner component.
    I have to learn how to create UMA slots, I still don't understand all the workflow :p
     
  2. kalagaan

    kalagaan

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    Yes, I'll check that asap ;)
     
  3. kalagaan

    kalagaan

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    Thank you!
    I've finished the tool, I'll push it to the store this WE :D
     
  4. As soon as you state that it works with UMA 2.5 on a documented way I'll hit the buy button and announce it on the UMA forum (it would be extremely useful for them as well since it would greatly simplify the workflow with hair, body hair and facial hair regarding customizable characters).

    BTW if you need some help with UMA creation I think the best place to start is SecretAnorak's tutorial series on the subject: UMA Content creation playist:
     
  5. kalagaan

    kalagaan

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    Thank you!
    All the video tutorials are welcomed ;)
     
  6. magique

    magique

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    Since someone brought of UMA, what about Morph 3D support as well? Can it work with that asset?
     
  7. kalagaan

    kalagaan

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    I did a quick test, it seems that the morph system works on the mesh generated by HairDesigner :)
    I'll do more tests to check if there's no hidden problems, and I'll post some screenshots.
     
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  8. recon0303

    recon0303

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    Does this work with out the paint tools? for example, what is the benefits if I use Maya, to make my hair, fur already.

    can you give me some information, on the benefits of this tool for someone who uses Maya to make hair and fur already.

    Thanks.
     
  9. kalagaan

    kalagaan

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    The main goal of this tool is to create dynamic hair & fur within unity.
    If you do it into your 3D software you don't need HairDesigner for polygon hair :p
    The fur system uses shells, so you can't do that in Maya, because the job is done by the shader, not the geometry.
     
  10. kalagaan

    kalagaan

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    The fur tool is really easy to use :D
    A video tutorial comming soon!

     
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  11. kalagaan

    kalagaan

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  12. recon0303

    recon0303

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    that is why I asked, what it can and cant do. Thanks I will remove it from my list. Best of Luck.

    and yes you can make Fur type hair, never said anything about a shader or geo. I made a blanket remark, what can it do , if someone already is using Maya,

    anyways, best of luck with your tool...
     
  13. kalagaan

    kalagaan

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  14. kalagaan

    kalagaan

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    One of the new samples included in the package

     
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  15. kalagaan

    kalagaan

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    one more :D

     
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  16. neoshaman

    neoshaman

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    Time to try curly fur too? if it's a shell it shoudl be easy to either port the idea of folded tri or to simply layer a curl texture with random UV offset?
     
  17. kalagaan

    kalagaan

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    Yes it's a shell, I'll do some tests ;)
     
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  18. neoshaman

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    Yay!:D There isn't enough expressive smiley here!
     
  19. Steviebops

    Steviebops

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    Sorry for the late reply, got the updated version, thank you for your quick work!
     
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  20. kalagaan

    kalagaan

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    Version 1.3.0 submitted to the asset store :)
    It should be available soon!

     
  21. punk

    punk

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    Amazing work bro!
     
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  22. kalagaan

    kalagaan

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    Thx :)
    I hope you'll love working with this tool !
     
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  23. kalagaan

    kalagaan

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    Here my first test :D

     
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  24. kalagaan

    kalagaan

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    with more density :

     
  25. JoshGreen

    JoshGreen

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    Very Cool.... who doesn't want FIRE HAIR
     
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  26. Flurgle

    Flurgle

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    @kalagaan love it! Wish the screenshots had full AA though.
     
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  27. punk

    punk

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    I love it so far and the enhancements are looking awesome! :)
     
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  28. kalagaan

    kalagaan

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    This one is better :p

     
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  29. magique

    magique

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    This system has definitely come a long way. I have to remain a bit skeptical though until we see some female hair styles, especially longer hair and pony tails, etc.
     
  30. kalagaan

    kalagaan

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    There's a long hair sytem, it still need more work, I'll post more samples when it will be ready! ;)
     
  31. neoshaman

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    Those result are wild lol :eek: amzingly wild! :D
     
  32. kalagaan

    kalagaan

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    Look at this one :p

     
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  33. neoshaman

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    Well well, it's ready before I'm ready :D Can't wait to test it in my project! It's beyond my wildest expectation, I wonder how far the realism can be pushed now (though my project won't be realist).
     
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  34. kalagaan

    kalagaan

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    Here a test with the gorilla

     
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  35. twda

    twda

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    @kalagaan I lurk with great interest.
    Can you make it so that the hair has an alpha? I guess that is what's missing to make it look real, right?
    On the asset store you don't say anything about which DirectX is required.
    Also, I would like to know if the hair is baked, because you wrote that each layer is converted to a mesh. Perhaps you could update the description on the asset store a little and in your video tutorial show the next steps. You only show the generation of the hair, not how it should be "statically applied" for the game.

    Thanks.
     
    Last edited: Mar 28, 2017
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  36. kalagaan

    kalagaan

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    Only the 'procedural_v2' shader use an alpha pass, and you can control the cutout value


    The fur doesn't have an alpha pass yet, I'll work on that ;)

    The current procedural shader v1 and the fur work on DirectX and opengl,
    The procedural shader v2 has some lighting problems on DX9, I'm trying to fix it.

    The fur shader uses GPU instancing, so performances are much better on these platforms :
    • Windows: DX11 and DX12 with SM 4.0 and above / OpenGL 4.1 and above
    • OS X and Linux: OpenGL 4.1 and above
    • Mobile: OpenGL ES 3.0 and above / Metal
    • PlayStation 4
    • Xbox One

    The shaders are not optimized for mobile, I'm thinking about a way to bake the procedural shader into textures.

    All the strands that are painted on the model are combined into a skinnedmesh (including the skinned weight), the tool does it automaticly, and the mesh renderer is generated as a child of the original model. Then you can store all the meshes from the layers into an asset in your project file. This step is required when you want to create a prefab of your character. So when the work is finished with the editor, the hair meshes are used like any mesh generated by a 3D software. The HairDesigner component computes the motion data and sends them to the materials.

    Here the documentation
     
    Last edited: Mar 29, 2017
  37. kalagaan

    kalagaan

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    version 1.3.0 available!!!
    :)

     
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  38. gecko

    gecko

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    Just got the update, but the FurDemo2 scene doesn't seem to be working well -- see screenshot. The demo script switches the fur style every few seconds, but they all look sorta like this, aside from color. I'm using 5.6f3 on Mac 10.11.5. Any suggestions?
    Screen Shot 2017-03-31 at 5.14.01 PM.png
     
  39. kalagaan

    kalagaan

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    It looks like the Mask texture has been disabled... :(
    Could you check in the Material tab if the Mask texture slot is linked with the texture "FurMask_Zombunny_Layer 1.png" ?
    There's some problems with the latest unity version (5.6.0f3), I'm working on a patch.
     
  40. gecko

    gecko

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    Yes, that texture is assigned to the Mask slot on the Material tab.

    I'll try it in 5.5.
     
  41. kalagaan

    kalagaan

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    I've tested with 5.6 on MAC, I didn't have this problem... :confused:
    Maybe you could delete the script folder and reimport the package.
     
  42. kalagaan

    kalagaan

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    Version 1.3.1 has been submitted to the asset store!
    Fix : 5.6 error & optimisation
    New: layer duplication
    New : curly fur ;)
     
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  43. GoRolyGo

    GoRolyGo

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    layer Duplication proves very useful already, Big thanks!

    Kind regards
    Daniel
     
  44. Dinesh_Punni

    Dinesh_Punni

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    Hey, i have a specific problem and consider to buy your Hair Designer.
    Can your Hair Designer create realistic looking arm hair on any arm mesh(e.g. the leap motion model)?
    Unfortunately your demo doesn't show any example of arm hair. Could you post a picture where you add some hair on an arm model, so i know that your product solves my problem. The leap motion standard model would be great.

    Kind regards,
    Dinesh
     
  45. kalagaan

    kalagaan

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    You can paint the hair on any part of the model,
    you can paint thin strands that would looks like arm hair, or use the fur layer for higher density :p

     
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  46. twda

    twda

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    I would like to ask if the sharp edges are something that should be resolved by AA or if it should be resolved by a shader.
    This asset seems very nice, but I would need soft edges in order to make it look more natural.
     
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  47. kalagaan

    kalagaan

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    The shader compute the hair proceduraly, so AA should fix it.
    I'll work on the shader for a better result ;)
     
  48. kalagaan

    kalagaan

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    I've fixed a problem with the transparency :)

     
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  49. itchyOwl

    itchyOwl

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    Seems to be an excellent asset. I also was looking for another option for manually creating polygons in Blender, which is a pain in the ass, and your asset is more than enough for my needs.

    Unfortunately I'm having several issues. First of all the Fur Shader does not seem to work in Linear Color Space. This is persisten issue. Secondly, HairDesigner/Standard shader does not work with Deferred Rendering. In my project, I'm using both Deferred Rendering and Linear Color Space, so currently I cannot use Hair Designer in my project :(

    ALWAYS on Deferred Rendering (not on Forward):

    "Shader error in 'HairDesigner/Standard': failed to open source file: 'HairDesigner_UnityStandardCore.cginc' at line 183 (on d3d11)

    Compiling Vertex program with _EMISSION _ALPHATEST_ON LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP"

    I also had following issues when I played with the graphic settings. These did not happen always, but several times. I'm not sure how to exactly reproduce the errors, but they appeared occasionally when switching to gamma space or from deferred to forward rendering. When the issues were present, only reimporting Hair Designer helped.

    Occasionally when switching from Deferred to Forward:

    "Shader error in 'HairDesigner/Procedural': failed to open source file: 'HairDesigner.cginc' at line 43 (on d3d11)

    Compiling Vertex program with DIRECTIONAL SHADOWS_SCREEN
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP

    Shader error in 'HairDesigner/Standard': failed to open source file: 'HairDesigner_UnityStandardCoreForward.cginc' at line 89 (on d3d11)""

    "Compiling Vertex program with DIRECTIONAL SHADOWS_SCREEN _EMISSION _NORMALMAP
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP

    Shader error in 'HairDesigner/Standard': failed to open source file: 'HairDesigner_UnityStandardCore.cginc' at line 183 (on d3d11)

    Compiling Vertex program with _EMISSION _NORMALMAP LIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
    Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA"

    Specs: Unity 5.6, clean project, Geforce GTX 760 with the latest drivers (Tested also on older drivers).

    If these issues are due to my setup, do you have any idea how I could fix them? If, on the other hand, they are due to bugs in your code, please fix them so I can start using the awesome asset, which I bought ;)
     

    Attached Files:

  50. kalagaan

    kalagaan

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    Thank you for your feedback!
    I'll fix the fur shader, it doesn't work on linear color space.
    Did you upgrade the hair designer standard shader from "Assets/HairDesigner/5.5" ?
    When the package has been downloaded from unity 5.4, the standard shader is not updated for 5.5 & 5.6.
    It works on both forward & deffered.