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xfur_studio_2 [2020/11/20 16:31]
irrsoft [Basic XFur Resources]
xfur_studio_2 [2021/03/16 05:12] (current)
irrsoft
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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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 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>
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 === Fur Material Settings === === Fur Material Settings ===
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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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-<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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 |  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_2.1605889902.txt.gz · Last modified: 2020/11/20 16:31 by irrsoft