First Time Ghost scenes released! ✨ We’ve just published two projects: showcasing the character and the grassy environment scene. Have a look at the hair simulation…
…and the ML-based cloth deformation. Download: assetstore.unity.com/package… Some tech details: discussions.unity.com/t/maki…
And here’s the environment scene with tons of interactive ECS grass you can run through. There’s also a time of day anim using scenario blending. Download: assetstore.unity.com/package…
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Needless to say, all of the above is real-time
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Oh, people seem to be liking the hair! It’s simulated and rendered as individual strands. LODed as fewer, wider strands in the distance. Fast enough to be part of a large scene (like the grassy fields above) at 30fps on a 4090. Best try it out yourself :)
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Hair simulation and rendering is @codeverses baby. With shading by @johnparsaie , and more rendering and attachment system work by Mikko Alaluusua. Everyone on the Demo Team worked hard on the pixels you see above, and we’re all building upon Unity R&D work on the engine itself.
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We released the first version of the hair solution 2 years ago, and it has gotten a ton of improvements since. @codeverses will do a write up of what’s new, and begin the official Unity package submission process soon. No reason not to use the repo published on github already.
Unity hair! Real-time sim and rendering. Wide range of realistic hair types and styles. Fur! Alembic groom import and procedural grooms. Clustering/LODs for scalability.
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A head of hair, a sea of grass rtx3090, editor

Oct 30, 2024 · 2:28 PM UTC

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