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Make a NeoFur material fully transparent?

Damir 7 years ago updated by john Michael 4 months ago 15

Heya,


It seems that setting the Opacity Mask to 0 doesn't quite work with NeoFur to make the fur completely transparent. Is there another way around this?


Best regards,

Damir H.

Are you trying to make certain areas have no fur at all? Turning off "Make base layer opaque" can help if you turn on the density of the undercoat.


You can also use spline guides with 0 length to have no fur in spots, though there is a bug with that will be fixed in the next version.

No, I have a character effect where my characters fade out when they die. I do a WPO + opacity mask reduction to have them dissolve into particles. This works for everything except for the fur on them. You can see the issue here:



Our fur is masked with RenderType Opaque. I think you would need to make an alpha capable shader as a copy of ours and then use that in another material just for the fadeout. It would never sort properly strand to strand, but it might be good enough for a fade out.


I'll try to experiment with this today and see if it works.

Hey Ken,


I probably wasn't clear - all of the materials, mine and the NeoFur ones, use the masked opacity mode. I run that mask through my effect, dither it and feed it into the opacity mask. The issue os that if you feed 0 into the NeoFur opacity mask it doesn't disappear - the shells become 100% opaque instead.


You can easily reproduce the issue by just plugging 0 into the opaacity mask of any neofur shader.

Hey Ken,


Sorry for the double post, but we're on a very tight deadline. Have you had a chance to test it out?


Best regards,

Damir H.

So this is assigning a map to Strand Shape and then adjusting it at runtime?

It is a REALLY easy thing to reproduce and see the issue - just open up any NeoFur material and plug in 0 into the opacity mask.


Expected: Everything disappears.


Actual: Everything becomes fully opaque.


To answer your question, I am modifying the density map at runtime.


Edit: Modifying density on the NeoFur optimized material works, but not on the NeoFor Complex one.


Edit 2: Actually scratch all that. Modifying ONLY the density works, it's the Opacity Mask that is causing issues. If I put that to 0, even if my density is 0, the shells will be fully opaque.

So just to be clear, when you mention opacity mask, you are talking about Strand Shape Map UND? How do you enter a zero in a spot that takes a texture? Or are you talking about a dynamic texture with all zeroes?


I am literally talking about the M_NeoFur_Optimized and M_NeoFur_Complex material.

Wow I am a complete idiot. I was looking at the Unity plugin in total confusion, sorry for being so dense.


I've mainly worked on the Unity side so I haven't looked at the Unreal materials in awhile. I'll load it up and look at it.

Ok I totally see what you mean now. In the advanced material section, have you tried setting Opacity Mask Clip Value to something nonzero like 0.001?

Now it's my turn to feel silly. I've barely ever touched that setting, didn't even cross my mind that the NeoFur shaders modified it. It works great now, thanks.

Hurray! Sorry it took so long

No worries, just happy it worked out!

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