Dear customers/fans/friends, we have an important and exciting update:
The Neoglyphic team is moving on to a new, cool adventure! Our new path allows us to push forward with our passion for building great technology and experiences. We will be going through a transition over the coming months and hope to share more details after that time. In the meantime, we will not be selling new NeoFur licenses. Please see our website for more details: www.neoglyphic.com
To existing NeoFur customers: your licenses are still valid and you should have received an email from us – if you didn’t please contact us at neofur@neoglyphic.com.
It has been a wonderful journey building worlds, stories, art, music and technology for you all – thank you for your support!
Replies
http://polycount.com/discussion/130038/ryse-moss-tutorial/p1
It's a bit cartooney looking. It's well suited for the examples, but maybe too limited for more realistic characters?
Looks great!
Some of the new improvements I worked on last week are really helping take things to the next level!
Also, you might want to have a more obvious link to the product in your first post. That's not a huge deal, but at the moment it requires quite a bit of hunting around : going to your signature, clicking Neoglyphic, scrolling down, clicking Neofur, which eventually leads to the purchase button, and then lower down the page the demo download.
http://www.neoglyphic.com/neofur
lovely work, Carlos!
I do have a question or two on licensing, but soon I'll shoot you an email through the 'contact us' part of your website.
Thanks for putting in the effort to make it happen. Very exciting.
What is the performance like?
I'm also concerned by the performance cost. I remember reading a guy explaining their shell technique used in Ryse : Son of Rome (I think they used like 5 shells max) to display moss on rocks, and he said it's was quite heavy to render
So I'm really curious about the impact of ~30 shells + physics! Would you be able to render, say 20 bears at a time?
I did give the demo a go in the dk2 and it looks pretty great in VR. The material examples section of the demo wasn't working correctly though. The materials were loading, but there were no animations on the meshes. Performance-wise, the render time did seem pretty high. A demo license or even a couple game demos would do wonders to help narrow down some of the concerns devs might have about the plugin's feasibility in their projects.
Really excited to test this badboy out though. Awesome work!
This looks so dope!