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Add-on that adds a fur node to the Godot engine, using a shell based approach to imitate fur strands.

Home Page: https://github.com/Arnklit/ShellFurGodotDemo

License: MIT License

GDScript 99.35% GLSL 0.65%
godot fur

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shellfurgodot's Issues

Old intel cards don't do LOD correctly, and certain types of fur are corrupt (hard black blotches)

Describe the bug
1.a. There is some sort of LOD effect (or perhaps just a glitch--I can't tell) even when close to an object where the texture reverts to some sort of static rendering of fur that doesn't go past the edge of the object.
1.b. When further away, a "shaved" version of the object appears--that couldn't possibly look right ever, unless very far away or on mobile (and if the texture matched the fur better).
2. The peaks on the moss have hard black edges, and when further away, other types of fur have it--some sort of missing range limiting call perhaps.

The glitch flashes on and off randomly, more or less than once per second, except the black which stays that way and seems to depend on distance (more distance also changes glitch 1a above to 1b). Getting very close to the moss doesn't fix the black clipping on the moss though getting somewhat close to other objects fixes the black clipping.

Though 3 of the screenshots are in the editor and 1 is running the mobile scene, the glitches are the same when running the demo_desktop scene. The glitch also occurs when clicking "Run" from the main Godot menu, even though the FPS goes up to 60 average due to the editor not being open.

To Reproduce
Steps to reproduce the behavior:

  1. Open the demo scene using old Intel integrated GPU that has a very low FPS (~10 or so) in the editor.

Expected behavior

  1. The LOD should always revert to some sort of static rendering of the fur (screenshot A, but ideally hanging off the object rather than limited by it) rather than "shaved" (screenshot set B; perhaps optionally) and never reduce the quality when close (screenshot A).
  2. The peaks should be smooth rather than black on the moss.

Screenshots
A. Some sort of LOD effect occurs even when close:
image
B. Only when further away from the object, sometimes it reverts to the "shaved" look. Also, peaks are black for the moss, and sometimes for other things:
image
image
image

Environment

  • OS: Debian 10
  • OpenGL ES 3.0 Renderer: Mesa DRI Intel(R) Haswell Desktop;
  • Godot Engine v3.3.2.stable.mono.official
  • Plugin version (or commit hash if you got it from Github directly)
  • Renderer used: OpenGL ES 3.0; OpenGL ES Batching: ON

Gradient

Is your feature request related to a problem? Please describe.
Can't create an adequate looking fur gradient for an animal.

Describe the solution you'd like
At least it could be a texture template, but better will be a sliders with some coefficients.

Non constant fur length

Describe the bug
Length is not so big, so should they be so long?

To Reproduce
Fur + Wind (settings are on the screenshot)

Expected behavior
Constant long

Screenshots
Screenshot_20220309_155649

Environment
Arch Linux
Intel hd 620 / rtx2060
Godot 3.4.x
Plugin 0.2.0
GLES3

New version

Hello. It does not work under Godot 3.4.2.
Plan You to add support for 3.4 or it is dead already?

UPDATE:
It does work. But if You will create sub-scene it will not render fur,
Screenshot_20220305_204947

Thank You.

The project file doesn't respect case sensitive platforms.

Describe the bug
Due to case sensitivity on non-Windows platforms, cottage, rat, and log tscn files are said to be missing. The files start with uppercase letters but in the project file they are listed as all lowercase.

To Reproduce
Steps to reproduce the behavior:

  1. Open the file on Linux.

Expected behavior
There shouldn't be a missing resources error for each of the those files. To fix this on Windows probably isn't possible without editing the project file: When I've tried to change the case of filenames by adding a letter to the filename then removing it and changing the case, git for Windows doesn't apply the change in git. You must either rename the files on Linux (or perhaps GitHub) or edit the project file with a text editor.

Environment

  • OS: Debian 10

Reparenting object with shell fur applied causes brief "flash" of partially unshaded object

Just wanted to say, this plugin is great and super intuitive to use, thanks for your hard work. The issue below can be worked around by processing the transform to follow the bone manually rather than reparenting, I guess, or possibly by disabling the fur physics for a moment during reparenting, I haven't tried that yet.

Describe the bug

When reparenting a node which has the fur effect applied, for a couple of frames part of the "original" object is visible through the effect.

To Reproduce

  • Create RigidBody with MeshInstance, SphereMesh, apply ShellFur with default settings
  • At runtime, remove RigidBody from original parent node, and reparent by adding as child to a different node

Expected behavior

The node is reparented without disruption to fur effect

Screenshots

2021-04-20.22-37-45.mp4

Environment

  • OS: Linux 5.11
  • Graphics card: RTX 2080 SUPER
  • Godot version 3.3 rc9
  • Plugin version: 0.2.0
  • Renderer used: GLES3

"LOD 1" seems doesn't work at all, eats all the performance at any value.

If fur is:

  • toggled invisible - 76 fps
  • LOD == 100% of scene visible - 66 fps.
  • LOD == 20% - 68

Intel HD620, Linux.

So, what is the point of LOD? Is the scene too small to see LOD's power? But fps even with rtx2060m is below 200 in this scene. Is "cull invisible" works with fur? Or I'm just don't understand something.

(Don't look at fps on this picture, just an example)
image

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