ChangeLog - NeoFur for Unreal

V2.1.391 - Build 391 2/17/17

Features

  • Unreal Engine 4.15 support

Known Issues

  • No MacOs yet
  • No Linux yet

V2.1.383 - Build 383 12/21/16

Features

  • Added support for more the 256 bones. We generally don't advice this but just in case, ya know?

Bug Fixes

  • Fixed an issue with ragdoll physics

Known Issues

  • No Linux support in 4.14 yet

V2.1.355 - Build 355 11/18/16

Features

  • Native console compute shader support for PS4 and XBox One
  • 4.14 support
  • As of this build, the master materials for NeoFur have been moved into the plugin download from the Demo Content.
    What This Means: if you plan to use the demo content, you'll need to download it fresh. If you don't want to use the Demo Content, you'll still have the master materials available to you.

Bug Fixes

  • Fixed a bug with tick groups with complex animations

Known Issues

  • No Linux support in 4.14 yet


V2.0.335 - Build 335 10/11/16

Bug Fixes

  • Compatibility: Further tweaks and work-arounds for MacOS 10.12 "Sierra"
  • Component: Fixed "Set Master Pose" does not animate fur

Known Issues

  • Compatibility: Sony PS4 supported via CPU simulation only.

V2.0 - Build 326 9/21/16

Features

  • Compatibility: Xbox one support confirmed working on console.
  • Compatibility: Support for NURBS curves via FBX import (works with Maya hair systems).
  • Compatibility: Support for MacOS 10.12 "Sierra"
  • Component: Normals can now optionally interpolate to point along the strand. - This is useful for encoding tangents into vertex normals, which is needed for the 4.11 Hair Shading model.
  • Demo Content: Added new poisson-packed strand textures for strand-driven shaders.
  • Demo Content: All example materials updated to newest fur shading.
  • Materials: Added 4.11 Hair Shading compatibility to all master materials.
  • Materials: Added per-strand normals to improve lighting.
  • Materials: Added per-strand hair coloring via gradient mapping.
  • Materials: Added per-strand roughness variation via gradient mapping.
  • Materials: Added per-strand length variation via gradient mapping.
  • Materials: Added flowmap-based hair clumping, which distorts UVs at variable levels along the distance of shells to achieve variable clumping (experimental).
  • Materials: Added variable hair curling via UV offsets (experimental).
  • Materials: New master materials for different quality levels and use cases.
  • Materials: Added Undercoat/Overcoat controls.

Performance improvements

  • Shaders: Implemented a custom vertex factory to properly relay motion vectors to all NeoFur component vertices.
  • Read: (Motion blur on fur components was broken and is now fixed).
  • Shaders: Custom vertex factory now improves memory allocation and vertex updates.
  • Drastic performance improvements to CPU-only platforms like mobile, html5, etc.

Bug Fixes

  • Component: Fixed issue with invoking morph targets on partial growth meshes due to material IDs.
  • Component: Fixed crash involving invoking morph targets on growth meshes that did not have morph targets.
  • Fur Assets: Fixed Fur asset set to material id “-1” uses all material IDs - this didn't work on static meshes.
  • Fur Assets: Fixed issues with clearing spline data from an asset - if spline data field is cleared it will now immediately flush spline data.
  • Shaders: Fixed frame time issues - physics should be more stable at low framerates with less “lagging behind”.

Known Issues

  • Compatibility: Sony PS4 supported via CPU simulation only.