RELEASE NOTES - 2021-03-30

New content

Heads

Big feline

Snake

Parts

Big feline nose

Big feline ears

Teeth

Humanoid plantigrade feet

New characters

Viola

You can study her to get a better understanding of how to set up clothes of your own.

Seen-Rei

New character templates

Female Lion

Male Lion

Female Tiger

Male Tiger

Female Leopard

Male Leopard

Environment

Sky Temple Night

New features

ClothingHandler

We're proud to present our new clothing options in FurryVNE.

Using the clothing tool, you can add custom garments and/or body parts to your character and bind them to the body. Bound garments will follow the body.

The amount of options and opportunities that this system offers is VAST, so I recommend you checking out this tutorial for an introduction:

Normal blending (for garments)

For garments, we offer a new blending technique - normal blending. This tech works by stepping through all vertices in the affected model, and fetching the closest surface point to the model you're blending the mesh with. Once the closest point to each vertex has been established, we transfer the interpolated normal (for the surface point) to our mesh. The closer the point is, the more strongly the normal will be applied.

If the object is single colored, this tech is essentially enough to completely blend an object with another without noticeable seams:

PixelOffset

We're proud to offer pixel offset - a mesh blending tech.

As an object affected by this tech approaches another, pixels from the other object will start to be sprinkled inside and will appear to blend with it. By jittering the dithered pattern each frame, we can exploit temporal anti aliasing to blend the result further, and end up with a very cheap mesh fading tech.

Works for garments, parts and appendages.

Transparency shaders

You're now able to use to use traditional transparency shaders for parts and garments.

(NOTE! You can get transparency on body too, but the tech will be different. More info in the tutorial below.)

For more information, check out this transparency tutorial on YouTube:

Transfer Layer

A new layer has been implemented - Layer Transfer. It can be added to any sub-object of body or part.

Layer Transfer works similarly to normal blending, but instead of transferring normals and operating on vertices, it transfers color information and works on texels (texture pixels).

The first time a Layer Transfer is added to a new model, it will take some time to compute, but once that computation is done, it will work lightning fast, and any changes made to the source textures will immediately transfer over to the part/garment which has this layer added.

(Any changes to body color is immediately visible in cheek frill due to layer transfer.)

(NOTE! We're affecting body layer!)

Alpha layer

Control transparency with alpha layer.

Works with masking too, of course.

Anus mask

Procedural mask allowing you to configure the extents of the mask around the area.

Vagina mask

Procedural mask allowing you to configure the extents of the mask around the area.

Culling mode

Toggle whether backfaces/frontfaces are drawn.

Allow Tessellation

Materials for parts and garments now have a property "AllowTessellation".

Dictates whether or not tessellation can be used for the object.

(Just because it is checked doesn't mean that tessellation will be used, since fur authoring will disable tessellation for example. However, if unchecked, tessellation cannot be used.)

Improvements

General

  • Fur authoring
    • There is now a new culling mode called "OBSCURANCE".
      • Only applies brush strokes to visible data points (not those obscured by geometry).
      • This is the new default.
    • Vastly improved brush stroke performance when culling is used.
  • Outliner will now remember hierarchy state and selection when switching to and from edit mode.
  • AppendageGroupModel now uses jittered dithering for alpha channel.
    • (Allows you to have faked transparency in model appendages.)
  • You no longer need to enter and exit pose mode before being able to open the analyzer (publish).
  • Vagina mask is now procedural (used to be pre-baked texture) and can be changed with parameters to affect extents and blending.
  • Save/Load dialogue for characters now defaults location to last used character path.
  • Selecting a part in the outliner will now select the part's gizmo target in 3D view as well.
  • Body will no longer appear dark in fur shaded areas when fur shading is used and when zoomed out.
    • (Fur darkens body color, but when zooming out, fur LOD kicks in and doesn't render as many layers. This caused body to appear darker than it should be when zoomed out.)
  • Celestial mirror now reflects fur and also works with pixel offset properly.
    • (Systems using pixel offset, such as appendages, hair and fur, didn't work properly before, so pixel offset used to be disabled in mirror causing reflection to look worse. Fur used to be straight out disabled in mirror.)
  • Eyelashes now use jittered dithering for alpha.
  • Improved GPU raycaster performance by 300%.
    • (There was a bug in the code, so we were essentially intersecting against 3x more triangles than necessary. So new duration for using GPU raycasting is 1/3 of what it was before.)

Vagina rework

We have reworked the vagina to have more detail.

Here you can see what the old vagina looked like.

Anus rework

We were never happy with how the anus worked in previous releases, so we have completely remade this. It's still a work in progress, but hopefully it should work better for you guys.

The way this system works is that you choose a shape and an influence.

Changes

  • Viewport will no longer rotate when pressing right mouse button if cursor is over UI.
  • After importing a model, it will no longer be automatically selected in the LocalAssetManager.
    • (We felt it was annoying that current selection was changed, since maybe you wanted to reference a property in that selected object to the newly imported asset.)
  • ScreenshotHandler
    • Will no longer use super resolution.
      • (Super resolution caused strange SSAO behavior, making shadows in screenshots far too strong. Unfortunately an undesired consequence of Unity's implementation of "Ambient Occlusion Multi Scale Volumetric Obscurance". I've submitted bug report to Unity about this undesired behavior, but they say it's by design and nothing can be done about it. :( )
    • Super resolution setting has been removed from preferences.
    • Cropping square default size is now bigger.
      • (Since we don't have super resolution anymore, we need to make more use of the pixels inside the rect.)
      • (Please keep the absence of super resolution in mind when cropping images. You don't want to crop too much as that will degrade quality.)
  • Increased triangle limit to 100,000.
    • (NOTE! Previously, character body triangles were not included in calculation, so the amount of extra triangles as compared to before is only around 5k.)
  • SSS is now default shader for shafts and tongues when creating a blank character.

Additions

  • Parts now have a property "PartOfBody" (boolean), marking whether or not it is to be considered part of the body or part of the current outfit.
    • (Defaults to "True").

Other notes

  • Upgraded FurryVNE project from Unity 2018.4.12f1 to Unity 2018.4.32f1.
    • (Should hopefully provide some additional performance and stability.)

Bug fixes

  • Fixed an issue where masks would not be applied properly in layer filters (levels, hsl etc) upon load.
  • Fixed an issue where texture builder wouldn't update when loading a bone options preset.
  • Fixed a serious issue where appendages would behave incorrectly where body parts meet (neck/wrists/ankles).
    • (This issue has been there since the original release about a year ago.)
  • Fixed an issue where AO would not display correctly if using AOFromNormal in DetailTexture if character was flatchested.
  • Fixed an issue where thickness would be inconsistent if using flatchested and no thickness layer.
  • Fixed an issue with being unable to put items into folders if you had to scroll to the folder while dragging the item.
  • Fixed an issue where noise texture in fur authoring wouldn't be applied properly upon load.
  • Fixed an issue where part mirrors would be improperly rotated if parent scale was less than or greater than 1.
  • Fixed an issue where children of part instances would not show in mirrored object.
  • Fixed an issue where loading a character with "CharacterBuilder/DEBUG/UseNormalAOMaps" unchecked would make areola nipple display incorrectly, even if "DEBUG/UseNormalAOMaps" was checked afterwards.
  • Fixed a serious issue where parts and sub parts of parts would not be possible to transform/fur author/appendage author properly if the parent part was a skinned mesh.
  • Fixed an issue where ambient lighting wouldn't be set up properly, especially when loading HDRI levels.