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xfur_studio_2 [2020/09/01 05:51]
irrsoft
xfur_studio_2 [2021/03/16 05:12] (current)
irrsoft
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 </WRAP> </WRAP>
  
-  * Unity 2018.4 LTS or above. Using of LTS versions of Unity is highly recommended.+  * Unity 2019.or above. Using of LTS versions of Unity is highly recommended.
   * Built-in rendering pipeline or Universal RP / High Definition RP versions 7.x   * Built-in rendering pipeline or Universal RP / High Definition RP versions 7.x
   * Linear color space is highly recommended   * Linear color space is highly recommended
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-<WRAP justify>The database asset automatically tracks, creates, loads and assigns all the resources it needs without requiring you to do any manual setups. It also tells you which rendering pipeline assets have been found and are ready to use, and any other relevant information for your project. While you can use directly the database provided with the asset, you are also free to duplicate it or create a brand new one for your project. In most cases only one database asset is necessary for the entire project</WRAP>+<WRAP justify>The database asset automatically tracks, creates, loads and assigns all the resources it needs without requiring you to do any manual setups. It also tells you which rendering pipeline assets have been found and are ready to use, and any other relevant information for your project. While you can use directly the database provided with the asset, **this is not recommended, and you should either duplicate it or create a brand new one for your project**. In most cases only one database asset is necessary for the entire project</WRAP>
  
 <WRAP justify> <WRAP justify>
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 <WRAP justify> <WRAP justify>
-The default strands asset provided with XFur Studio 2 is procedural, and its first pass controls the red channel while the second pass controls the green channel of the strands texture. In the final XFur Studio shaders the red and green strands are used to provide color variation in the fur (the additional blue and alpha channels are reserved for upcoming features so in custom textures you should leave them empty). If you do not want any color variation in the strands you can use the parameters to generate only red or only green strands.+The default strands asset provided with XFur Studio 2 is procedural, and its first pass controls the red 
 +channel while the second pass controls the green channel of the strands texture. In the final XFur Studio 
 +shaders the red and green strands are used to provide color variation in the fur (the additional blue and 
 +alpha channels are reserved for upcoming features so in custom textures you should leave them empty).</WRAP> 
 +<WRAP>If you do not want any color variation in the strands you can use the parameters to generate only red 
 +or only green strands. Furthermore, this procedural texture can be exported for further editing.
 </WRAP> </WRAP>
  
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 <WRAP justify> <WRAP justify>
 Finally, from this General Settings tab you can enable or disable any of the Built-in modules as well as verify they do not run into any errors, their version and status ( which may change over time as more features are added or if experimental features are enabled )</WRAP> Finally, from this General Settings tab you can enable or disable any of the Built-in modules as well as verify they do not run into any errors, their version and status ( which may change over time as more features are added or if experimental features are enabled )</WRAP>
 +\\
 +
 +=== Beta Features ===
 +\\
 +<WRAP>Starting with version 2.1.0 you can enable support for **Beta Features** directly from the General Settings Tab. This will update the UI to expose all properties, settings and new parameters currently under development for XFur Studio 2. While we only make available features that have been thoroughly tested and are as usable as possible, these **Beta features** should be used with caution as they may produce errors or incompatibilities with other XFur modules and, more likely, they may suffer multiple changes before they are labeled as stable.</WRAP>
 +<WRAP>**Beta features are not always released in all pipelines at once. Some beta features may be locked to a single rendering pipeline depending on their requirements or may not be compatible with certain devices. Always make a backup of your work before enabling Beta features support in any XFur Studio 2 instance**.</WRAP>
 \\ \\
 === Fur Material Settings === === Fur Material Settings ===
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 <WRAP justify>Finally, the XFurStudio2_VFXModule is deeply linked to the XFurStudio2_WindZone object, which handles the global intensity of the wind, snow and rain simulations as well as their global directions. To add a WindZone to the scene, create an empty object and add the XFurStudio2_WindZone component to it.</WRAP> <WRAP justify>Finally, the XFurStudio2_VFXModule is deeply linked to the XFurStudio2_WindZone object, which handles the global intensity of the wind, snow and rain simulations as well as their global directions. To add a WindZone to the scene, create an empty object and add the XFurStudio2_WindZone component to it.</WRAP>
 \\ \\
-{{ :xfur2_windzone.png |}}+{{ :xfur2_windzoneui2.jpg |}}
 \\ \\
 <WRAP justify>The Snow intensity and Rain intensity values provided by the WindZone script are further multiplied by the Snow and Rain intensity values in the VFX Module of each instance. This means that setting the Rain intensity in the Wind Zone object to 0 will stop the rain simulation across all instances while setting it to 0 in the VFX module will disable it only for that particular instance. When no Wind Zone object is available, Snow and Rain intensities are set to 1 by default and their direction is set fully downwards ( 0, -1, 0 )</WRAP> <WRAP justify>The Snow intensity and Rain intensity values provided by the WindZone script are further multiplied by the Snow and Rain intensity values in the VFX Module of each instance. This means that setting the Rain intensity in the Wind Zone object to 0 will stop the rain simulation across all instances while setting it to 0 in the VFX module will disable it only for that particular instance. When no Wind Zone object is available, Snow and Rain intensities are set to 1 by default and their direction is set fully downwards ( 0, -1, 0 )</WRAP>
 +
 +<WRAP justify>The wind simulation provided by the Wind Zone script also influences the direction of the Snow and Rain effects for a more realistic behavior. You can control the influence of the wind strength (and its direction) over the Snow and Rain effects independently on their corresponding tabs</WRAP>
  
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 +==== Curly Fur (Beta) ====
 +----
 +\\
 +<WRAP>Introduced in version 2.1 is a brand new beta feature : Curly fur. The current curly fur implementation allows for manual adjustments of curl amount and size on both the X and Y axes and works with procedural and manual fur strand maps, the latter producing often times better results.</WRAP>
 +
 +<WRAP>The curls are currently generated in a single direction producing reduced variety in some cases, something that will be addressed in future updates.</WRAP>
 +
 +\\
 +{{ :xfur2_curly1.jpg |}}
 +\\
 +
 +<WRAP>To enable the Curly fur parameters simply enable Beta features support in the General Settings tab of the XFur Studio Instance component.</WRAP>
 +
 +\\
 +{{ :xfur2_curly2.jpg |}}
 +\\
 +
 +<WRAP>The available parameters control the amount of waves / curls to be generated on the X and Y axes as well as their size. By playing with these parameters you can create many different kinds of curly fur, from thin and well defined “spring-like” curls to wool-like materials, etc.</WRAP>
 +
 +<WRAP>Curly fur is compatible with all XFur modules including physics and weather FX.</WRAP>
 +\\
 ==== XFur Studio Painter Object ==== ==== XFur Studio Painter Object ====
  
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 | Adjust brush size |  Shift + horizontal left click drag  | | Adjust brush size |  Shift + horizontal left click drag  |
 | Adjust brush hardness |  Shift + vertical left click drag  | | Adjust brush hardness |  Shift + vertical left click drag  |
-| Adjust brush opacity |  Control + horizontal right click drag  |+| Adjust brush opacity |  Shift + horizontal right click drag  |
 | Switch secondary mode for the active tool |  X  | | Switch secondary mode for the active tool |  X  |
 | Toggle Symmetry mode |  S  | | Toggle Symmetry mode |  S  |
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-<WRAP justify>While some experience with 3D designing applications is highly recommended to use XFur Studio Designer effectively this is not in any way a requirement and the toolset has been designed to be intuitive and easy to use. To use XFur Studio Designer **open the included XFur Studio Designer scene and drag the model you want to edit into this scene. Do not open the scene in additive mode, ensure that XFur Studio designer is the only open scene and that the mode you want to edit is the only model in the scene.**</WRAP>+<WRAP justify>While some experience with 3D designing applications is highly recommended to use XFur Studio Designer effectively this is not in any way a requirement and the toolset has been designed to be intuitive and easy to use. To use XFur Studio Designer **open the included XFur Studio Designer scene and drag the model you want to edit into this scene. Do not open the scene in additive mode, ensure that XFur Studio designer is the only open scene and that the model you want to edit is the only model in the scene.**</WRAP>
  
 <WRAP justify> The XFur Studio Designer UI is split into two main panels. In the Left Panel you can find options to control the different tools to edit the fur while in the Right Panel you can adjust the fur properties to help you visualize the effects and results better, as well as to fine tune the fur of your character,</WRAP> <WRAP justify> The XFur Studio Designer UI is split into two main panels. In the Left Panel you can find options to control the different tools to edit the fur while in the Right Panel you can adjust the fur properties to help you visualize the effects and results better, as well as to fine tune the fur of your character,</WRAP>
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-<WRAP justify>**NOTICE: To use XFur Studio Designer effectively make sure that your character is placed at the 0, 0, 0 location and with a 0, 0, 0 rotation**</WRAP>+<WRAP justify>**NOTICE: To use XFur Studio Designer effectively make sure that your character is placed at the 0, 0, 0 location, a 1,1,1 scale and with a 0, 0, 0 rotation**</WRAP>
  
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 <WRAP justify>The bottom part of the right panel allows you to select the 4 different tints that will be blended with your character's fur using the Color Variation map as well as the wind simulation for the character, in order to see how it interacts with this simulation. For a more hands-on demonstration of XFur Studio Designer and how to use all its different features please refer to the following video.</WRAP> <WRAP justify>The bottom part of the right panel allows you to select the 4 different tints that will be blended with your character's fur using the Color Variation map as well as the wind simulation for the character, in order to see how it interacts with this simulation. For a more hands-on demonstration of XFur Studio Designer and how to use all its different features please refer to the following video.</WRAP>
 +
 +\\
 +{{ youtube>m_LX5XpgPIE?medium }}
 +\\
  
 <WRAP justify> **NOTICE : Models with overlapping / mirrored UVs may not work accurately with XFur Studio Designer. Models without UV coordinates will not be compatible with XFur Studio Designer either**</WRAP> <WRAP justify> **NOTICE : Models with overlapping / mirrored UVs may not work accurately with XFur Studio Designer. Models without UV coordinates will not be compatible with XFur Studio Designer either**</WRAP>
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 |  Color  |  FurShadowsTint  | The tint of the occlusion / self-shadowing effect  | |  Color  |  FurShadowsTint  | The tint of the occlusion / self-shadowing effect  |
 |  Color  |  FurRim  | The color used for the Rim lighting effect  | |  Color  |  FurRim  | The color used for the Rim lighting effect  |
 +|  Color  |  FurEmissionColor  | The color used for the emission channel when Emissive Fur is enabled  |
 |  Color  |  SkinColor  | The final tint applied to the "skin" pass of Basic Shells shaders  | |  Color  |  SkinColor  | The final tint applied to the "skin" pass of Basic Shells shaders  |
 |  Texture  |  FurColorMap  | The texture containing the color to be applied to the fur  | |  Texture  |  FurColorMap  | The texture containing the color to be applied to the fur  |
 |  Texture  |  FurData0  | The texture that controls fur coverage, length, occlusion and thickness  | |  Texture  |  FurData0  | The texture that controls fur coverage, length, occlusion and thickness  |
 |  Texture  |  FurData1  | The texture that controls fur grooming direction (RGB) and stiffness (A)  | |  Texture  |  FurData1  | The texture that controls fur grooming direction (RGB) and stiffness (A)  |
 +|  Texture  |  FurEmissionMap  | The texture that controls the emission channel of the fur  |
 |  Texture  |  SkinColorMap  | The color map of the "skin" pass on the Basic Shell shaders  | |  Texture  |  SkinColorMap  | The color map of the "skin" pass on the Basic Shell shaders  |
 |  Texture  |  SkinNormalMap  | The normal map of the "skin" pass on the Basic Shell shaders  | |  Texture  |  SkinNormalMap  | The normal map of the "skin" pass on the Basic Shell shaders  |
xfur_studio_2.1598939484.txt.gz · Last modified: 2020/09/01 05:51 by irrsoft