1- The fur looks strange / the strands are not projected correctly / fur is missing
Please ensure that your model has either no secondary UV channel or that it has been unwrapped properly. XFur Studio™ makes use of the second UV channel to project the fur strands, and in most models this is a copy of the main UV channel or it is properly unwrapped for lightmaps usage. You must either unwrap the model correctly or, if you do not have access to the source mesh and / or a 3D modeling software, enable the “Generate Light Map UVs” option when importing the model.
2– Fur looks too short / too long
This error is caused in most cases by the source mesh having an incorrect scale upon being imported. Select your Mesh or Skinned Mesh Renderer and check its Transform component. If the scale is not 1,1,1 then it will produce fur that is either too long or too short.
3– Painting does not work / brush can’t detect the model
This means that the automatic mesh collider being generated for your model has the wrong size and / or rotation. This can happen if the mesh itself was not properly rotated and scaled upon being imported. Some Blender models have a 90 degrees rotation on the X axis and can have a scale of 100,100,100 due to the way Blender handles FBX files by default. Ensure that your model is uniformly scaled and that its location / rotation are set to zero by checking the Transform component in the Mesh / Skinned Mesh Renderer component, and fix it on your preferred 3D modeling app if this is not the case. If the model was provided by a third-party, contact them to have this issue solved.
4– Grooming / symmetry not working as expected
For best results when using symmetry mode while painting with XFur Studio™ Designer, ensure that your model has no rotation applied to it and that its scale is a uniform 1,1,1 scale. If the problem persists, attempt to paint it while the model is placed at coordinates 0,0,0 in the scene and with a rotation of 0,0,0 as well.
5– Temporal anti-aliasing makes the fur look blurry / unstable / with ghosting
By default, XFur Studio™ does not render motion vectors which are required for anti-aliasing and other motion dependent effects to work. In the Universal Rendering Pipeline (Unity 6+) and the High Definition Rendering Pipeline (Unity 2021+) you can enable Motion Vectors from the settings of your XFur Studio Instance component. Motion Vectors are not supported in the Legacy pipeline nor in Unity projects using URP and a Unity version prior to Unity 6. For this cases, we recommend using Subpixel Morphological Anti-aliasing instead.
6– A lower end device runs slow / heats when looking at the fur or fur heavy scenes
Fur rendering is a heavy effect and many Unity apps can overheat some devices when using the CPU in an efficient way (for example, when Burst is enabled). If this is the case, there are a few solutions you can attempt to improve performance and reduce the load on your device.
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Lower the base resolution and upscale with your preferred upscaling method
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Lower the amount of samples used
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Lower the framerate of the application using V-Sync or by limiting the framerate manually
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Reduce the amount of screen-space covered by the fur to reduce overdrawing