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xfur_studio_legacy [2020/08/29 07:08]
irrsoft [Adding fur to a model]
xfur_studio_legacy [2020/08/29 07:17] (current)
irrsoft
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 ==== XFur Painter ==== ==== XFur Painter ====
  
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 First, let's save our work. Create a prefab of the Raccoon model (or any model you are using) with all the XFur settings and parameters we have set up to this moment. First, let's save our work. Create a prefab of the Raccoon model (or any model you are using) with all the XFur settings and parameters we have set up to this moment.
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 Then, open the XFur_Painter scene included with this asset. Once opened, disable the demo model of the dog from the root game object. XFur Painter will automatically detect the active object in the scene and leaving the German Shepherd in there will interfere with the Raccoon we want to paint. Once the German Shepherd is disabled, place the prefab we just made in the center of the scene, at location 0,0,0 and with a rotation of 0,0,0. Then, open the XFur_Painter scene included with this asset. Once opened, disable the demo model of the dog from the root game object. XFur Painter will automatically detect the active object in the scene and leaving the German Shepherd in there will interfere with the Raccoon we want to paint. Once the German Shepherd is disabled, place the prefab we just made in the center of the scene, at location 0,0,0 and with a rotation of 0,0,0.
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 If your character has places that you believe will be difficult to reach (such as the inside of the mouth, under the arms, etc) you should modify its pose by hand to one that is easier to manage. In our case, we will open the mouth of the raccoon and disable all the unnecessary meshes such as the upper and bottom teeth, and the whiskers. If your character has places that you believe will be difficult to reach (such as the inside of the mouth, under the arms, etc) you should modify its pose by hand to one that is easier to manage. In our case, we will open the mouth of the raccoon and disable all the unnecessary meshes such as the upper and bottom teeth, and the whiskers.
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 Once the model is ready, you just need to hit play and XFur Painter will start. To see a detailed timelapse of how to use XFur Painter, please watch the video below. Once the model is ready, you just need to hit play and XFur Painter will start. To see a detailed timelapse of how to use XFur Painter, please watch the video below.
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 The brushes available in XFur Painter are divided in Appearance Tools and Grooming tools. The appearance tools are, from left to right, **Fur Shaving, Fur Length, Fur Shadowing and Fur Thickness**. You can switch between the addition and subtraction modes of each tool with the left and right buttons of your mouse. You can use the middle mouse to rotate around the character or pan if you keep Left Shift pressed as you drag your mouse with the middle button. The brushes available in XFur Painter are divided in Appearance Tools and Grooming tools. The appearance tools are, from left to right, **Fur Shaving, Fur Length, Fur Shadowing and Fur Thickness**. You can switch between the addition and subtraction modes of each tool with the left and right buttons of your mouse. You can use the middle mouse to rotate around the character or pan if you keep Left Shift pressed as you drag your mouse with the middle button.
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 Once you are happy with the results you achieve in XFur Painter, you must click on the Export Fur Data button and save the resulting fur data maps somewhere in your project. Once this process finishes, you can stop the application. Your character will seem to have lost all fur data, but if you assign the Fur Data maps you exported to the corresponding slots of the XFur UI (the length map goes on Fur Data 0 while the grooming map goes on Fur Data 1) that information will be restored. Once you are happy with the results you achieve in XFur Painter, you must click on the Export Fur Data button and save the resulting fur data maps somewhere in your project. Once this process finishes, you can stop the application. Your character will seem to have lost all fur data, but if you assign the Fur Data maps you exported to the corresponding slots of the XFur UI (the length map goes on Fur Data 0 while the grooming map goes on Fur Data 1) that information will be restored.
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 While XFur Painter is versatile enough to provide high quality results in most meshes, there are a few situations in which XFur Painter will not be able to reach certain areas or in which the groom will not work properly (for example, in cases where the character is mirrored). We suggest you to experiment and see which feature, applied in which way fit better. Since the Fur Data maps are plain textures it is easy to add even more detail in programs such as Adobe Photoshop, GIMP, etc. While XFur Painter is versatile enough to provide high quality results in most meshes, there are a few situations in which XFur Painter will not be able to reach certain areas or in which the groom will not work properly (for example, in cases where the character is mirrored). We suggest you to experiment and see which feature, applied in which way fit better. Since the Fur Data maps are plain textures it is easy to add even more detail in programs such as Adobe Photoshop, GIMP, etc.
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 There are many more things you can do with XFur Studio, from switching different Fur Layer / Fur Noise maps to achieve different styles of fur to using physics, advanced LOD, randomization to generate dozens of instances with different fur variations, snow and blood effects and much much more. Please read carefully the next sections of this online documentation to learn in detail everything you can do with XFur Studio. There are many more things you can do with XFur Studio, from switching different Fur Layer / Fur Noise maps to achieve different styles of fur to using physics, advanced LOD, randomization to generate dozens of instances with different fur variations, snow and blood effects and much much more. Please read carefully the next sections of this online documentation to learn in detail everything you can do with XFur Studio.
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 With XFur Studio, the possibilities for your fur covered characters are limitless, to bring your projects to the next level. With XFur Studio, the possibilities for your fur covered characters are limitless, to bring your projects to the next level.
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 ---- ----
  
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 This online documentation is regularly updated as new features are added to XFur Studio. It contains detailed descriptions of every component, feature and setting of XFur Studio. Many of the topics covered here are quite advanced so we recommend to read thoroughly through all the sections before using these features in your projects. This online documentation is regularly updated as new features are added to XFur Studio. It contains detailed descriptions of every component, feature and setting of XFur Studio. Many of the topics covered here are quite advanced so we recommend to read thoroughly through all the sections before using these features in your projects.
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 ---- ----
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 Fur rendering in XFur Studio depends on a wide array of components and data to ensure the best balance between quality and performance. Thanks to its unique design and the careful tuning done over more than a year through every section of the system, XFur can achieve the best fur rendering for Unity available.  Fur rendering in XFur Studio depends on a wide array of components and data to ensure the best balance between quality and performance. Thanks to its unique design and the careful tuning done over more than a year through every section of the system, XFur can achieve the best fur rendering for Unity available. 
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 These main components that control fur rendering in XFur Studio are :  These main components that control fur rendering in XFur Studio are : 
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     *  XFur Database Assets, which contain the patched meshes with the additional data required by XFur as well as a list of all the available shaders.     *  XFur Database Assets, which contain the patched meshes with the additional data required by XFur as well as a list of all the available shaders.
     
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 XFur Studio comes with all the assets, shaders and noise maps you will need to start adding fur to your characters, to ensure that everything works as "out of the box" as possibly.  XFur Studio comes with all the assets, shaders and noise maps you will need to start adding fur to your characters, to ensure that everything works as "out of the box" as possibly. 
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 ==== XFur Studio - System Modules ==== ==== XFur Studio - System Modules ====
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 ---- ----
  
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 XFur Studio has different **Modules** that add new, advanced features to the fur simulation. From LOD management and dynamic performance adjustments to full randomization and physics, these modules offer a whole new array of possibilities for the fur simulation that XFur Studio provides. XFur Studio has different **Modules** that add new, advanced features to the fur simulation. From LOD management and dynamic performance adjustments to full randomization and physics, these modules offer a whole new array of possibilities for the fur simulation that XFur Studio provides.
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 === LOD Module === === LOD Module ===
  
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 The LOD Module is fairly simple to use. It controls the quality of the fur in samples as the object gets closer or further away from the camera. The LOD Module is fairly simple to use. It controls the quality of the fur in samples as the object gets closer or further away from the camera.
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 The LOD MODE setting controls whether the LOD Module will have a bias towards higher quality fur, switching to higher sample counts at a greater distance or towards performance, keeping the sample counts low unless the camera gets very close to the object. The LOD MODE setting controls whether the LOD Module will have a bias towards higher quality fur, switching to higher sample counts at a greater distance or towards performance, keeping the sample counts low unless the camera gets very close to the object.
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 The MAX DISTANCE slider controls after which distance the fur will switch to the lowest sample count. This is useful to control performance and ensure that the objects far away in the distance do not consume as many resources. While you can combine this with the Standard LOD Module included with Unity, you may need to add a XFur component to every LOD level of your model and it may introduce some conflicts with the way XFur works, since it directly interacts with the render in the middle of the XFur normal processes. Please keep in mind this when designing how your LOD system will work.  The MAX DISTANCE slider controls after which distance the fur will switch to the lowest sample count. This is useful to control performance and ensure that the objects far away in the distance do not consume as many resources. While you can combine this with the Standard LOD Module included with Unity, you may need to add a XFur component to every LOD level of your model and it may introduce some conflicts with the way XFur works, since it directly interacts with the render in the middle of the XFur normal processes. Please keep in mind this when designing how your LOD system will work. 
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 The randomization module allows you to assign different fur profiles or even completely random parameters to the fur of your characters at runtime easily. These changes are applied on startup, but they can also be called at will from code at runtime. The randomization module allows you to assign different fur profiles or even completely random parameters to the fur of your characters at runtime easily. These changes are applied on startup, but they can also be called at will from code at runtime.
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 For each Fur enabled material that your model has, you can assign any number of fur profiles with information about fur length, thickness, occlusion, color, textures etc. These profiles are created by setting up any configuration you want in your characters and then pressing the EXPORT PROFILE button. For each Fur enabled material that your model has, you can assign any number of fur profiles with information about fur length, thickness, occlusion, color, textures etc. These profiles are created by setting up any configuration you want in your characters and then pressing the EXPORT PROFILE button.
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 **IMPORTANT : You can also use these profiles to switch fast and easily between different fur configurations as if they were templates by just dropping them into the LOAD FUR PROFILE slot in the XFUR - MAIN SETTINGS tab.** **IMPORTANT : You can also use these profiles to switch fast and easily between different fur configurations as if they were templates by just dropping them into the LOAD FUR PROFILE slot in the XFUR - MAIN SETTINGS tab.**
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 Once you have exported a few profiles, you can assign them in the list for your material, adding or removing as many slots as you need. Once you have exported a few profiles, you can assign them in the list for your material, adding or removing as many slots as you need.
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 If you enable the RANDOMIZED PARAMETERS feature, the randomization module will take two of the profiles you assigned and iterate over every single parameter, getting a random value for each one of them that is contained between the original values of both profiles. This way, for example, you could have a clear colored profile with short fur and a dark colored one with long fur and enabling the RANDOMIZED PARAMETERS feature would give you random fur variations that take the clear and dark profiles as its min. and max. variation points. If you enable the RANDOMIZED PARAMETERS feature, the randomization module will take two of the profiles you assigned and iterate over every single parameter, getting a random value for each one of them that is contained between the original values of both profiles. This way, for example, you could have a clear colored profile with short fur and a dark colored one with long fur and enabling the RANDOMIZED PARAMETERS feature would give you random fur variations that take the clear and dark profiles as its min. and max. variation points.
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 === Physics Module === === Physics Module ===
  
-###+<WRAP justify>
 The physics module is a quite demanding one, since it has to perform expensive computations to simulate physics over the fur strands. These operations can be dynamically scaled up and down depending on the instance's distance to the camera if the LOD module is enabled. However, this dynamic scaling can also be disabled by setting the LOD INFLUENCED MODE to Disabled. The physics module is a quite demanding one, since it has to perform expensive computations to simulate physics over the fur strands. These operations can be dynamically scaled up and down depending on the instance's distance to the camera if the LOD module is enabled. However, this dynamic scaling can also be disabled by setting the LOD INFLUENCED MODE to Disabled.
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 The BASIC MODE limits the physics simulation to a fairly simple approximation based on bones movement. The ANGULAR FORCES setting allows the rotation of both the object and the bones to affect the fur's movement. The BASIC MODE limits the physics simulation to a fairly simple approximation based on bones movement. The ANGULAR FORCES setting allows the rotation of both the object and the bones to affect the fur's movement.
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 PHYSICS ITERATIONS refers to the number of calculations that can be performed, at max, on a single second. These are also dependent on the amount of vertices of the character so in a very complex character the max amount of iterations may not be reached if it is set to a high number, since in these cases performance is prioritized. PHYSICS ITERATIONS refers to the number of calculations that can be performed, at max, on a single second. These are also dependent on the amount of vertices of the character so in a very complex character the max amount of iterations may not be reached if it is set to a high number, since in these cases performance is prioritized.
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 PHYSICS SENSITIVITY refers to the amount of movement that the bones have to perform before they are tracked by the physics simulation, while PHYSICS STRENGTH controls the amount of influence the bones and object's movement will have over the fur PHYSICS SENSITIVITY refers to the amount of movement that the bones have to perform before they are tracked by the physics simulation, while PHYSICS STRENGTH controls the amount of influence the bones and object's movement will have over the fur
-### +</WRAP> 
- +<WRAP justify>
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 Finally, the GRAVITY STRENGTH is the amount of force that will be applied downwards to the whole fur and INERTIA STRENGTH controls the way that the forces applied to the fur will slow down with some slight inertia after the bones/object have stopped moving. Finally, the GRAVITY STRENGTH is the amount of force that will be applied downwards to the whole fur and INERTIA STRENGTH controls the way that the forces applied to the fur will slow down with some slight inertia after the bones/object have stopped moving.
-###+</WRAP>
  
-###+<WRAP justify>
 In XFur Studio, there are two modes to define which bones will affect the physics simulation. If Auto Track Bones is enabled, the first 64 bones of the rig will be automatically assigned to the simulation. This might not always be desirable as some rigs may use multiple bones for facial expressions, fingers or other elements that may not require the physics simulation and take up the space of more important bones such as limbs and accessories. In XFur Studio, there are two modes to define which bones will affect the physics simulation. If Auto Track Bones is enabled, the first 64 bones of the rig will be automatically assigned to the simulation. This might not always be desirable as some rigs may use multiple bones for facial expressions, fingers or other elements that may not require the physics simulation and take up the space of more important bones such as limbs and accessories.
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-###+<WRAP justify>
 If you disable the Auto Track Bones feature you will be able to assign the bones that will be tracked manually. The limit is the same, 64 bones, but by assigning them manually you may be able to reduce greatly the work of the module by limiting it to only the highest priority ones. This feature is however fairly experimental in comparison to the Auto Track method, so it is recommended to keep your rigs simple and use it. If you disable the Auto Track Bones feature you will be able to assign the bones that will be tracked manually. The limit is the same, 64 bones, but by assigning them manually you may be able to reduce greatly the work of the module by limiting it to only the highest priority ones. This feature is however fairly experimental in comparison to the Auto Track method, so it is recommended to keep your rigs simple and use it.
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-###+<WRAP justify>
 **IMPORTANT : Whenever you enable or disable the Auto Track Bones setting or make any change to the array of bones that will be tracked you must press the Rebuild Data button so that the corresponding information is patched into the model again. You cannot define different bones for different instances of the same model, as this information is patched across all of them** **IMPORTANT : Whenever you enable or disable the Auto Track Bones setting or make any change to the array of bones that will be tracked you must press the Rebuild Data button so that the corresponding information is patched into the model again. You cannot define different bones for different instances of the same model, as this information is patched across all of them**
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 === FX Module === === FX Module ===
  
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 The last module available is the FX Module. The FX Module controls the special effects applied to the fur, particularly the weather effects (wind, snow, water) and the blood effects. These effects can be applied either through the global weather system, through a global direction to specify wind, snow and rain or through collisions with other objects and particles, using the FX_Collision, FX_Volume and FX_Particle components. The last module available is the FX Module. The FX Module controls the special effects applied to the fur, particularly the weather effects (wind, snow, water) and the blood effects. These effects can be applied either through the global weather system, through a global direction to specify wind, snow and rain or through collisions with other objects and particles, using the FX_Collision, FX_Volume and FX_Particle components.
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 The AUTO NORMAL UPDATE setting lets the component update the normals direction as the character is being animated ensuring that some effects, such as the snow coverage, always fall on the faces that point upwards regardless of the pose of the character. This way, even if the character is laying down for example, the snow will fall accurately on top of it. The AUTO NORMAL UPDATE setting lets the component update the normals direction as the character is being animated ensuring that some effects, such as the snow coverage, always fall on the faces that point upwards regardless of the pose of the character. This way, even if the character is laying down for example, the snow will fall accurately on top of it.
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 The MAX ITERATIONS and the VERTICES BUFFER values work similarly to those in the Physics Module. The LOCAL WIND STRENGTH is a modifier to control how much does the wind affect the fur. This allows you to control the intensity of the wind on a per instance basis on top of the global control that the XFur_WeatherSystem allows. The MAX ITERATIONS and the VERTICES BUFFER values work similarly to those in the Physics Module. The LOCAL WIND STRENGTH is a modifier to control how much does the wind affect the fur. This allows you to control the intensity of the wind on a per instance basis on top of the global control that the XFur_WeatherSystem allows.
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-###+<WRAP justify>
 For each effect, you can control the way it will be applied to the fur, either GLOBALLY (through the Weather System) or ON DEMAND (with the Collision / Volume / Particle components or through code ). You can also control the color, specularity and smoothness of every effect, their falloff (to control how much they spread), penetration on the fur strands and even how long they take to fade out For each effect, you can control the way it will be applied to the fur, either GLOBALLY (through the Weather System) or ON DEMAND (with the Collision / Volume / Particle components or through code ). You can also control the color, specularity and smoothness of every effect, their falloff (to control how much they spread), penetration on the fur strands and even how long they take to fade out
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-###+<WRAP justify>
 **IMPORTANT : For better results, please assign a FX Noise texture to your fur material on the ADDITIONAL SETTINGS tab, in the FX PARAM NOISE slot. These textures contain special channels that give a better appearance to snow and blood when applied over the fur** **IMPORTANT : For better results, please assign a FX Noise texture to your fur material on the ADDITIONAL SETTINGS tab, in the FX PARAM NOISE slot. These textures contain special channels that give a better appearance to snow and blood when applied over the fur**
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 The FX_Collision module will apply boold, snow or water effects over the fur in the points where it detects a collision with the character. The FX_Volume will do the same but for any section of the model that enters the volume. Finally, the FX_Particles component will make the particles of a particle system apply fx over the fur upon colliding with it. The FX_Collision module will apply boold, snow or water effects over the fur in the points where it detects a collision with the character. The FX_Volume will do the same but for any section of the model that enters the volume. Finally, the FX_Particles component will make the particles of a particle system apply fx over the fur upon colliding with it.
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 The XFur_WeatherSystem component is quite self-explanatory, offering you easy to understand controls over wind, snow and rain effects. The XFur_WeatherSystem component is quite self-explanatory, offering you easy to understand controls over wind, snow and rain effects.
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 Using these components and the FX Module amazing results can be achieved on any of the supported platforms with a perfect balance between performance and quality, even on VR projects. Using these components and the FX Module amazing results can be achieved on any of the supported platforms with a perfect balance between performance and quality, even on VR projects.
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 ---- ----
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 XFur Studio is intended to be used through the different UIs and tools to make the whole workflow as easy as possible. However, for advanced users and very specific situations you have some functions and interfaces available that grant you access to different parts of the system.  XFur Studio is intended to be used through the different UIs and tools to make the whole workflow as easy as possible. However, for advanced users and very specific situations you have some functions and interfaces available that grant you access to different parts of the system. 
-### +</WRAP> 
-###+<WRAP justify>
 All XFur classes are contained within the XFurStudio namespace. To call any function from the XFur system or any of its components, you must write **using XFurStudio** at the top of your C# script. All XFur classes are contained within the XFurStudio namespace. To call any function from the XFur system or any of its components, you must write **using XFurStudio** at the top of your C# script.
-### +</WRAP> 
-###+<WRAP justify>
 The main entry point for any function is the XFur System Component. Usually, in your scripts, you would access it like this :  The main entry point for any function is the XFur System Component. Usually, in your scripts, you would access it like this : 
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 {{ :xfurstudio_codeaccess.png?direct&600 |}} {{ :xfurstudio_codeaccess.png?direct&600 |}}
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 Where gameObject is the target object from which you want to access the XFur_System component. Where gameObject is the target object from which you want to access the XFur_System component.
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-###+<WRAP justify>
 To access the fur properties of any of the materials, you use the FurProfiles interface and the index of the fur material you want to edit. After this, if you have auto-complete enabled on your coding IDE, you should see all the available methods and variables with a small explanation of what they do :  To access the fur properties of any of the materials, you use the FurProfiles interface and the index of the fur material you want to edit. After this, if you have auto-complete enabled on your coding IDE, you should see all the available methods and variables with a small explanation of what they do : 
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 Any function that does not have a description should not be called by your scripts, as they are most surely intended for internal use only. Do not call nor use any internal function unless you are sure of what you are doing. Any function that does not have a description should not be called by your scripts, as they are most surely intended for internal use only. Do not call nor use any internal function unless you are sure of what you are doing.
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 The main functions that you can call from other scripts and that you may need at some point in the development of your project are the following :  The main functions that you can call from other scripts and that you may need at some point in the development of your project are the following : 
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-### 
 **On XFur_System.cs : ** **On XFur_System.cs : **
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-### +<WRAP justify>This function lets you assign a fur profile (profile) to the XFur system manually, to the specified fur material (material Index). This is useful if, for example, you are allowing your players to customize their characters and need to let them choose among a series of fur patterns. Simply assign the profile that corresponds to the choice of the player, and load it with this function to make the system load all the fur properties. 
-This function lets you assign a fur profile (profile) to the XFur system manually, to the specified fur material (material Index). This is useful if, for example, you are allowing your players to customize their characters and need to let them choose among a series of fur patterns. Simply assign the profile that corresponds to the choice of the player, and load it with this function to make the system load all the fur properties. +</WRAP>
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 Forces all materials (or the specific material with index equals to profileIndex) to update and apply any changes that you have made.  Forces all materials (or the specific material with index equals to profileIndex) to update and apply any changes that you have made. 
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 **WARNING : Once an XFur System component is added to an object, it will override and take control over the Materials array of said object's renderer. If you want to swap the materials of the object at runtime through code you need to override both the original material from the corresponding XFur material profile (this step is optional on Unity 2018.3+) and the material itself on the sharedMaterials array of the renderer :** **WARNING : Once an XFur System component is added to an object, it will override and take control over the Materials array of said object's renderer. If you want to swap the materials of the object at runtime through code you need to override both the original material from the corresponding XFur material profile (this step is optional on Unity 2018.3+) and the material itself on the sharedMaterials array of the renderer :**
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 **Do not swap a XFur material for another XFur material. Use Fur Profile Assets instead.** **Do not swap a XFur material for another XFur material. Use Fur Profile Assets instead.**
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xfur_studio_legacy.1598684906.txt.gz · Last modified: 2020/08/29 07:08 by irrsoft