qlee01
qlee01
Is there currently a way to get the reduced vertex index based on the original vertex index? E.g. let's say the algorithm reduced vertex index 2 and 3 to 2,...
On complex hair, I get black screen flickering using the BuiltIn Line Strand Renderer, probably due to invalid normals being produced. This behavior goes away as soon as I switch...
Moving the Gameobject with HairInstance results in jittery movement of Hair. I first thought it is due to me using FixedUpdate to move my physics based Game3Objects / Rigidbodies, but...
Due to auto-reference being set to false it is not easy to use the API by code in Assembly-CSharp. Please consider changing this in both asmdef files (Runtime and Editor).
Hi, one of the updates after 0.9 there seems to have been a change how UV data is utilized; the former version of Enemies Demo used a vertex ID stored...
Hi, would be very convenient to have some sort of offseting imported grooms, in ideal case on the asset level. Would be a simple Vector3 offset, maybe also rotation offset....
I tried the hair shader from Enemies, and it samples the Density Probe for AO. This does not seem to work anymore in recent hair package, the AO slider does...
Hey, when using a density map for procedural hair generation, strands appear also in areas where the texture is completely black. In principial, the density works, but there seems to...
Hey, this is probably more like a feature request: currently it seems not possible to have multiple exchangeable and attachable pieces of hair (e.g. different eye brows), at least not...
If the hair component is being moved, the movement becomes very jittery on lower framerates. There seems to be some interpolation going wrong if the framerate goes below some limit....