
UE4 - Fur on Characters
Hey there,
I have 12 characters that I would like to have different fur on. So I 'd like to get the first one right.
I followed your tutorial about the fur on the bear (most impressive, thank you). The results I got were not so great though. It ended with two characters, the original placed one and the shell one, who was positioned above the original character and at right angles to. Why two characters?
I'd like to be able to control these characters (thirdPersonMesh) also,
Could you help, please?

neofur asset isn't render on android (VR)
Hello everybody !
I make some tests UE4 and cardboard VR on a cheap android device.
I manage to do somethings but when I try to put a neofur asset in my scene, there's nothing...
In editor, everything is OK.
I have to package my "game" (it's not a game yet at all ^^) for android ETC1.I try to use the mobile material on other asset and I can see it. It's the neofur asset that is not anymore in my scene.
Have you any advice ?

Have you tried disabling compute shaders by forcing CPU mode? This is the most likely culprit. You'll find it under the debug menu in your fur component.

Morph target from 3ds Max
I’m currently trying to integrate fur growth to my character only in certain areas. Similar to what your tutorial in the video attached demonstrates. However, I can’t really follow how the rigged mesh at 7:44 in the video is created. If I try to delete mesh triangles , in order to only have a morph target mesh. The skeleton and the mesh are no longer linked. I would be very helpful if you could walk us through those steps, I’m sure am I’m not the only can benefit from this.
G

Hey there!
The easiest way to create a modified growth mesh is to make a duplicate of your skinned mesh in 3ds Max. You can modify this duplicated mesh through an Edit Poly/Mesh modifier, which should retain any skin/rig bindings. My guess is that the way in which you're modifying the mesh is causing the skin/rig binding to be lost, which will cause the skeleton and mesh to no longer be 'linked', as you describe.
As an example for you, I set up this simple skinned sphere as a base mesh. The mesh and modifier stack look like this:
To create the growth mesh, I duplicated the skinned sphere object. Using an Edit Poly modifier, I deleted the middle portion of the sphere. I created my morph targets by using a copy of this modified growth mesh, and then set up the Morpher modifier. I'm making sure that any modifiers I add are beneath the Skin modifier in the stack. After doing all of that, the mesh and modifier stack now looks like this:
Once I set the appropriate growth mesh and morph target name in the NeoFurAsset, my object appears as expected - fur growth only occurs in the area defined by the growth mesh, and the movement of the growth mesh (and fur) matches the movement of the animated base mesh:
I hope this example is useful - please let me know if I misunderstood the issue you're experiencing or if you're continuing to have problems, so we can assist you further!
-Spencer

Neofur 4.13 OSX Animals 1 sample content crashes UE4
Not sure what else to say. UE 4.13.2 on OSX, the latest plugin Neofur Indie 383, trying to load and preview the Neofur Animals 1 content package I just bought and it all crashes. Can't even load the maps on their own to attempt a rebuild of the lighting or shader recompile, engine simply crashes.

how to import purchased material pack into existing project?
As the title says, I have purchased the scifi material pack but I don't see a documentation as to how to import those material into an existing project.

We were in the process of writing the article in it and you were a little too fast for us.
Here's the article, please let us know if it helps:
http://support.neoglyphic.com/topics/106-using-material-packs-for-unreal/

Shadow issue, hairs too bright
Hello,
There seems to be an issue where the fur shader, no matter what i do or how many things i turn off - always seem to have some kind of brightness. this results in poor results as the fur sticks out on the character when in shadow. thoughts?

Hi there! Apologies for the delayed reply - but this one is a bit perplexing
Any way we could see a screenshot of this?
Are you using the complex shader?
Have you followed best practices - as described here:
mainly - make sure shadows and normal direction are enabled.

NeoFur Plugin Does not seem to work anymore.
Hi, I previously worked with neofur 2.0 release. But recently I installed into new project. latest version, and neofur just does not seem to work. I quickly setup a furasset using a copy of the render mesh. add neofur component then added the furasset. yet it does not load the hair shader representing hair. I add complex master material. makes no different acts like regular object. As if plugin is no enabled. The plugin is enabled under project plugins and the correct version is installed.
I did get this error msg after updating to new version.Proceeded with overwriting old shader.
Need help, I dont see why it's not working. what am I missing?

Strange flickering problem
Hello everybody !
Maybe my problem is the same as this one :
http://support.neoglyphic.com/topics/64-fur-not-visible-from-bottom-view/
I'm not sure about that...
My neofur asset is flickering, depending on the angle at we look at it...
To show you, I put this video on YT :

First, I though about a LOD problem but it's not.
Thanks for your advices :)

This is most commonly due to issues with boundaries on a skeletal mesh.
Presumably the fix is to make sure your skeletal mesh has good boundary values. Bad boundaries are most commonly due to a lack of physics assets setup.
Another temp fix is to override the boundaries of your component, as shown in the attached image.

changing the length of Fur in UE4 dynamically
Hello,
I'm new to NeoFur, I'm hoping to use it for my school project. I was wondering if there is a way to dynamically increase or decrease the length of the fur either through Blueprint or C++. I looked for a tutorial but couldn't find it.
Thank you for reading and any help is greatly appreciated.
_G

Hi there,
Included in the demo project is an example for this. All the variables that we can expose have been exposed via blueprint, including shell distance. See more info here: http://support.neoglyphic.com/topics/28-dynamic-distance/

Fur not visible from bottom view
Longer fur disappears when viewed from bottom perspectives:
The mohawk fur on the example bear character also has this problem. I've tried setting the master material to Two Sided and it helped, but then it has some weird artifacts. Is there any way to display longer fur like this from bottom without disappearing? Thanks!

Double-sided is the best option here. The weird artifacts as described are different depending on your scenario, and there are ways to improve them.
If you are using the optimized shader (I think you are?) - you can try overriding the default shading with a different type of shading - for instance the foliage double-sided - which may make things a bit brighter but will do much better with light transmission via double-sided.
Hope this helps!
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