Release Notes
NVIDIA HairWorks 1.1
NVIDIA HairWorks is a library for simulating and rendering dynamic hair and fur
What’s New
General
1.1
- Perf improvement up to 2x compared to 1.0
- Spline multiplier control for perf/quality trade-off
- Refined Import options
- Batch Editing multiple assets
- Collision Shapes
- Hair Pins
- Hair-Hair Interaction
- Refined Stiffness controls, and bending control
- Refined waviness controls
- Specular break up and glints for dirty hair look
- Surface normal computation for long hair for better environment lighting
- Texture along strand color control
- Some attributes can now be controlled by a curve editor from root to tip
- Control textures are now used per RGBA channel.
- Refined Continuous LOD controls
- Images in contained documentation may not be up to date to actual software, though the intent is to keep them in sync, some may be slightly different.
Known Limitations
- No multi material support for any mesh type in the HairWorks viewer.
- Currently there is no support for adding extra animation files via fbx in the HairWorks viewer.
- Shadows may flicker a bit depending on the asset in HairWorks viewer. This is due to shadow resolution and depends on the shadow sampling techniques used in a given game engine.
- Guide hairs must be placed on the vertex of a growth mesh. DCC plug ins will move guides to closest vertex if they are not properly aligned.
- Only one guide per vertex is supported. Extra guides on vertex will be ignored at export.
- Number of cv/knot sampling per guide hair is the same per asset. Sampling is adjusted in DCC.
- Hair Interaction does not opperate between hairs of different assets.
- Alpha sorting is not supported. So the root alpha feature must be used with limited range.
- The viewer currently supports only one character. However the character can have multiple hair assets.
Source Sample Assets
- Source files were generated with:
- 3dsmax 2013 native 3dsMax Hair and Fur modifier.
- Maya 2013.5 Shave and a Haircut from www.joealter.com