TressFX 3.0


I was recently notified that TressFX 3.0 was released publicly on github:
After some diffs and reading through the new code I started porting it to Unity.

The new TressFX 3.0 supports fur rendering and skinning. Thats the only real change on the simulation they made (apart from minor fixes).
What’s also new is a brand new SDK (finally!) that features a viewer, maya plugin, tools and some example models.

As far as i could see rendering is almost untouched.

So, i think ill be able to integrate all new TressFX 3.0 features into UnityTressFX this month.
I expect a new commit on github with the 3.0 features to happen at the end of this month.

So, stay tuned for further updates.
Thats all for today 🙂

5 thoughts on “TressFX 3.0

  1. Wow, what an amazing find! I am working on a Unity-based project where I am looking for a middleware-solution for fur and feather rendering and was curious if TressFX (and the upcoming PureHair) would be a viable option. TressFX 3.0 seems to be a neat solution for fur but I’m curious how well it would fare with more broader structures like feathers.
    In the GDC announcement for PureHair, I recall reading that the proposed solution would allow for per-strand-group simulation settings/data (thickness, stiffness, etc), allowing for a wide variety of settings per object, which sounds to cover what’s needed to simulate different feather structures.

    That said, I was meaning to give TressFX 3.0 a try before the release of PureHair and came across this. I am happy to see that there is some interest in providing a port for Unity. Needless to say, I am eager to try it out!

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