{"id":1049,"date":"2020-10-01T11:32:39","date_gmt":"2020-10-01T11:32:39","guid":{"rendered":"http:\/\/gim.studio\/?page_id=1049"},"modified":"2020-10-01T12:28:03","modified_gmt":"2020-10-01T12:28:03","slug":"gfur-user-manual","status":"publish","type":"page","link":"https:\/\/gim.studio\/animalia\/gfur-user-manual\/","title":{"rendered":"gFur User Manual"},"content":{"rendered":"<div id=\"pl-1049\"  class=\"panel-layout\" ><div id=\"pg-1049-0\"  class=\"panel-grid panel-has-style\" ><div class=\"siteorigin-panels-stretch panel-row-style panel-row-style-for-1049-0\" data-stretch-type=\"full-stretched-padded\" ><div id=\"pgc-1049-0-0\"  class=\"panel-grid-cell\" ><div id=\"panel-1049-0-0-0\" class=\"so-panel widget widget_sow-editor panel-first-child panel-last-child\" data-index=\"0\" ><div id=\"onas\" class=\"panel-widget-style panel-widget-style-for-1049-0-0-0\" ><div\n\t\t\t\n\t\t\tclass=\"so-widget-sow-editor so-widget-sow-editor-base\"\n\t\t\t\n\t\t>\n<div class=\"siteorigin-widget-tinymce textwidget\">\n\t<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-193 size-full\" src=\"http:\/\/gim.studio\/wp-content\/uploads\/2020\/08\/gFur_01_web.jpg\" alt=\"\" width=\"1885\" height=\"1061\" srcset=\"https:\/\/gim.studio\/wp-content\/uploads\/2020\/08\/gFur_01_web.jpg 1885w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/08\/gFur_01_web-300x169.jpg 300w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/08\/gFur_01_web-1024x576.jpg 1024w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/08\/gFur_01_web-768x432.jpg 768w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/08\/gFur_01_web-1536x865.jpg 1536w\" sizes=\"(max-width: 1885px) 100vw, 1885px\" \/><\/p>\n<h1>gFur User Manual<\/h1>\n<\/div>\n<\/div><\/div><\/div><\/div><\/div><\/div><div id=\"pg-1049-1\"  class=\"panel-grid panel-has-style\" ><div class=\"siteorigin-panels-stretch panel-row-style panel-row-style-for-1049-1\" data-stretch-type=\"full-stretched-padded\" ><div id=\"pgc-1049-1-0\"  class=\"panel-grid-cell\" ><div id=\"panel-1049-1-0-0\" class=\"so-panel widget widget_sow-accordion panel-first-child panel-last-child\" data-index=\"1\" ><div\n\t\t\t\n\t\t\tclass=\"so-widget-sow-accordion so-widget-sow-accordion-default-1b76bb6e6f77-1049\"\n\t\t\t\n\t\t><div>\n\t<div class=\"sow-accordion\">\n\t\t\t<div class=\"sow-accordion-panel\"\n\t\t\t data-anchor=\"overview\">\n\t\t\t\t<div class=\"sow-accordion-panel-header-container\" role=\"heading\" aria-level=\"2\">\n\t\t\t\t\t<div class=\"sow-accordion-panel-header\" tabindex=\"0\" role=\"button\" id=\"accordion-label-overview\" aria-controls=\"accordion-content-overview\" aria-expanded=\"false\">\n\t\t\t\t\t\t<div class=\"sow-accordion-title sow-accordion-title-icon-left\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tOverview\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<div class=\"sow-accordion-open-close-button\">\n\t\t\t\t\t\t\t<div class=\"sow-accordion-open-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf218;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<div class=\"sow-accordion-close-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf209;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\n\t\t\t<div\n\t\t\t\tclass=\"sow-accordion-panel-content\"\n\t\t\t\trole=\"region\"\n\t\t\t\taria-labelledby=\"accordion-label-overview\"\n\t\t\t\tid=\"accordion-content-overview\"\n\t\t\t\tstyle=\"display: none;\"\t\t\t>\n\t\t\t\t<div class=\"sow-accordion-panel-border\">\n\t\t\t\t\t<h3>Overview<\/h3>\n<p>gFur consists of two distinctive elements \u2013 gFur component that generates the shells and a material shader that makes them appear as fur strands. Currently, the GFur plugin works with skeletal meshes. Support for static meshes can be added later.<\/p>\n<p>gFur component has to use a \u201cgrow mesh\u201d. This is the mesh that will form all the layers of the fur. Each layer is a copy of the grow mesh which vertices are pushed gradually more and more \u201coutside\u201d as if the mesh is an inflated balloon.<br \/>\nOptionally, the component can use \u201cFur Splines\u201d. These splines can influence the length of the fur on different parts of the grow mesh. They can also make it appear bent or deformed.<\/p>\n<p>gFur shader is usually used through a material instance which makes it easier to tweak the settings. gFur comes with Standard and Advanced shaders.<br \/>\nShader makes use of \u201cMasked\u201d \u201cBlend Mode\u201d which is much faster than the translucent mode.<br \/>\nShader masks out large portions of the shell meshes leaving only parts that makes it look like fur strands.<\/p>\n<p>&nbsp;<\/p>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t<div class=\"sow-accordion-panel\"\n\t\t\t data-anchor=\"installation\">\n\t\t\t\t<div class=\"sow-accordion-panel-header-container\" role=\"heading\" aria-level=\"2\">\n\t\t\t\t\t<div class=\"sow-accordion-panel-header\" tabindex=\"0\" role=\"button\" id=\"accordion-label-installation\" aria-controls=\"accordion-content-installation\" aria-expanded=\"false\">\n\t\t\t\t\t\t<div class=\"sow-accordion-title sow-accordion-title-icon-left\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tInstallation\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<div class=\"sow-accordion-open-close-button\">\n\t\t\t\t\t\t\t<div class=\"sow-accordion-open-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf218;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<div class=\"sow-accordion-close-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf209;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\n\t\t\t<div\n\t\t\t\tclass=\"sow-accordion-panel-content\"\n\t\t\t\trole=\"region\"\n\t\t\t\taria-labelledby=\"accordion-label-installation\"\n\t\t\t\tid=\"accordion-content-installation\"\n\t\t\t\tstyle=\"display: none;\"\t\t\t>\n\t\t\t\t<div class=\"sow-accordion-panel-border\">\n\t\t\t\t\t<div class=\"vc_tta-panel-body\">\n<div class=\"wpb_text_column wpb_content_element \">\n<div class=\"wpb_wrapper\">\n<h3>Installation<\/h3>\n<p>1.) Start the Epic Games Launcher, in the UNREAL ENGINE main-tab, go to the Marketplace tab<\/p>\n<p>2.) Search for gFur on the Marketplace and click on \u201cFree\u201d<\/p>\n<p>3.) Click \u201cInstall to Engine\u201d and select the desired engine version<\/p>\n<p>4.) Next for<\/p>\n<p>UE 4.16<br \/>\ngo to \u201cEpic Games\\UE_4.16\\Engine\\Plugins\\Marketplace\\GFur\\Shaders\u201d<br \/>\ncopy \u201cGFurFactory.usf\u201d and \u201cGFurFactory.ush\u201d to \u201cEpic Games\\UE_4.16\\Engine\\Shaders\u201d<\/p>\n<p>UE 4.17<br \/>\ngo to \u201cEpic Games\\UE_4.17\\Engine\\Plugins\\Marketplace\\GFur\\Shaders\u201d<br \/>\ncopy \u201cGFurFactory.ush\u201d to \u201cEpic Games\\UE_4.17\\Engine\\Shaders\\Private\u201d<\/p>\n<p>UE 4.18<br \/>\ngo to \u201cEpic Games\\UE_4.18\\Engine\\Plugins\\Marketplace\\GFur\\Shaders\u201d<br \/>\ncopy \u201cGFurFactory.ush\u201d to \u201cEpic Games\\UE_4.18\\Engine\\Shaders\\Private\u201d<\/p>\n<p>5.) gFur standard shader, textures and sample map can be downloaded for<\/p>\n<p><a href=\"https:\/\/drive.google.com\/open?id=1YVR3aLBSyy1O_tVINtZZNOoY6gMqcZG8\">UE 4.16<\/a><br \/>\n<a href=\"https:\/\/drive.google.com\/open?id=1gSV-OrXa3F2gxHxeYhoyzDeCe4yhbCDG\">UE 4.17<\/a><br \/>\n<a href=\"https:\/\/drive.google.com\/open?id=1doGanjJg2wk9RbBgKPeB5KIkffgiJu7p\">UE 4.18<\/a><\/p>\n<p>&nbsp;<\/p>\n<h3>Source Code<\/h3>\n<p>For full source code access, you have to register on GitHub and send your user name to \u201cgfur@gim.studio\u201d.<\/p>\n<\/div>\n<\/div>\n<\/div>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t<div class=\"sow-accordion-panel\"\n\t\t\t data-anchor=\"guide\">\n\t\t\t\t<div class=\"sow-accordion-panel-header-container\" role=\"heading\" aria-level=\"2\">\n\t\t\t\t\t<div class=\"sow-accordion-panel-header\" tabindex=\"0\" role=\"button\" id=\"accordion-label-guide\" aria-controls=\"accordion-content-guide\" aria-expanded=\"false\">\n\t\t\t\t\t\t<div class=\"sow-accordion-title sow-accordion-title-icon-left\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tGuide\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<div class=\"sow-accordion-open-close-button\">\n\t\t\t\t\t\t\t<div class=\"sow-accordion-open-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf218;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<div class=\"sow-accordion-close-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf209;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\n\t\t\t<div\n\t\t\t\tclass=\"sow-accordion-panel-content\"\n\t\t\t\trole=\"region\"\n\t\t\t\taria-labelledby=\"accordion-label-guide\"\n\t\t\t\tid=\"accordion-content-guide\"\n\t\t\t\tstyle=\"display: none;\"\t\t\t>\n\t\t\t\t<div class=\"sow-accordion-panel-border\">\n\t\t\t\t\t<h3>Guide<\/h3>\n<h4>Setting up the gFur component<\/h4>\n<p>1.) Drag and drop a skeletal mesh into the viewport.<\/p>\n<p>2.) Click \u201cAdd Component\u201d and select \u201cG Fur\u201d in the \u201cRendering\u201d section.<\/p>\n<p>3.) With the new \u201cG Fur\u201d component selected, you can now assign a \u201cGrow Mesh\u201d and \u201cFur Splines\u201d.<\/p>\n<p>4.) Once the \u201cGrow Mesh\u201d is assigned a new slot for a material appears. G Fur shader or more commonly material instance should be assigned into this slot.<\/p>\n<p>5.) \u201cFur Spines\u201d are optional.<\/p>\n<p>6.) At this point you can start adjusting the \u201cG Fur Shell Settings\u201d and \u201cG Fur Physics\u201d. You can read more about individual parameters in the \u201cReference\u201d section of this user manual.<\/p>\n<h4>Example setup from our own animal.<\/h4>\n<h4><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-large wp-image-1056\" src=\"http:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_gFur_Setup-1024x1024.jpg\" alt=\"gFur Manual gFur Setup\" width=\"1024\" height=\"1024\" srcset=\"https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_gFur_Setup-1024x1024.jpg 1024w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_gFur_Setup-300x300.jpg 300w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_gFur_Setup-150x150.jpg 150w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_gFur_Setup-768x768.jpg 768w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_gFur_Setup-1536x1536.jpg 1536w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_gFur_Setup.jpg 2048w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/h4>\n<h4>gFur shaders and materials<\/h4>\n<p>gFur materials are located in \u201cContent\/GFur\/Materials\u201d and shaders are located in \u201cContent\/GFur\/Materials\/Shaders\u201d.<\/p>\n<p>This manual uses \u201cshader\u201d for the Unreal Engine network of visual scripting nodes and uses \u201cmaterial\u201d for Unreal Engine material instance. It\u2019s recommended to uses instances which make it much easier to setup the look of the fur.<\/p>\n<p>Currently there is a \u201cStandard\u201d and an \u201cAdvanced\u201d shader available. Standard shader is simpler version of the Advanced shader.<br \/>\nFeatures available only in the \u201cAdvanced\u201d shader:<br \/>\n\u2013 colour controls for the tip of the fur strands<br \/>\n\u2013 second layer of fur density controls (for different fur scale on different mesh parts based on mask)<br \/>\n\u2013 second layer of fur thickness controls (for different strand thickness on different mesh parts based on a texture mask)<br \/>\n\u2013 fur clumping effect<br \/>\n\u2013 fur wind effect<\/p>\n<h4>In a typical workflow you will want to duplicate one of the gFur materials, move it to your prefered location and assign it as the \u201cGrow Mesh\u201d material.<\/h4>\n<p>Fur Splines<\/p>\n<p>Fur splines are not required, but they can be very useful to shape the basic look of the fur. Without the Fur splines, fur will \u201cgrow\u201d from the \u201cGrow Mesh\u201d uniformly. Still the look can be affected by the fur material, including fur length in different parts of the fur or using clumping effect.<\/p>\n<p>Currently, the fur splines have to be created in third party application, the same way as they are used in the hair and fur features of these 3D applications. Splines alone are then exported via fbx file format into Unreal Engine. gFur plugin will then import them as \u201cFur Splines\u201d.<\/p>\n<p>Fur splines always have to start in the vertex of the \u201cGrow Mesh\u201d. If \u201cFur Splines\u201d are used, but a \u201cGrow Mesh\u201d vertex is missing \u201cit\u2019s\u201d spline, polygon of that vertex will be removed and fur will not grow in that spot. This behaviour can be avoided, or a missing spline can be fixed by setting the \u201cMin Fur Length\u201d parameter to positive value (\u201cMin Fur Length\u201d is located in \u201cG Fur\u201d component in \u201cG Fur Shell Settings\u201d section).<\/p>\n<h4>Textures<\/h4>\n<p>gFur materials are using a few common textures and a few fur specific textures.<br \/>\nAmong the common textures are:<\/p>\n<p>* albedo<br \/>\n* roughness<br \/>\n* normal map<\/p>\n<p>Fur specific textures are:<\/p>\n<p>* blend mask \u2013 these can affect where the fur grows, how long it is, can blend between second layer of density and thickness controls<br \/>\n* fur pattern \u2013 small, dotted texture where white spots will form the fur strands and<br \/>\n* black parts will remove the shell meshes<br \/>\n* fur noise \u2013 can be used for fur clumping and as part of the wind effect<\/p>\n<h4>LODs<\/h4>\n<p>gFur is making use of the Unreal Engine internal LOD system. For gFur LODs to work correctly, LOD meshes used for the GrowMesh have to follow the rule where vertexes can be only removed, but those that remain, can\u2019t change their location. In other words, vertices of the LODs can be as few as required, but those that remain have to correspond to the vertices of the main \u201cGrow Mesh\u201d in their 3D location.<\/p>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t<div class=\"sow-accordion-panel\"\n\t\t\t data-anchor=\"reference-%e2%80%93-gfur-component\">\n\t\t\t\t<div class=\"sow-accordion-panel-header-container\" role=\"heading\" aria-level=\"2\">\n\t\t\t\t\t<div class=\"sow-accordion-panel-header\" tabindex=\"0\" role=\"button\" id=\"accordion-label-reference-%e2%80%93-gfur-component\" aria-controls=\"accordion-content-reference-%e2%80%93-gfur-component\" aria-expanded=\"false\">\n\t\t\t\t\t\t<div class=\"sow-accordion-title sow-accordion-title-icon-left\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tReference \u2013 gFur Component\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<div class=\"sow-accordion-open-close-button\">\n\t\t\t\t\t\t\t<div class=\"sow-accordion-open-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf218;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<div class=\"sow-accordion-close-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf209;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\n\t\t\t<div\n\t\t\t\tclass=\"sow-accordion-panel-content\"\n\t\t\t\trole=\"region\"\n\t\t\t\taria-labelledby=\"accordion-label-reference-%e2%80%93-gfur-component\"\n\t\t\t\tid=\"accordion-content-reference-%e2%80%93-gfur-component\"\n\t\t\t\tstyle=\"display: none;\"\t\t\t>\n\t\t\t\t<div class=\"sow-accordion-panel-border\">\n\t\t\t\t\t<h3>Reference \u2013 gFur Component<\/h3>\n<h4>G Fur Mesh<\/h4>\n<p><strong>Grow Mesh<\/strong> \u2013 Mesh that will form the shells of the fur. Can be same as the main mesh or just part of it.<br \/>\n<strong>Fur Splines<\/strong> \u2013 Splines that guide the growth of the fur shells. At the moment it has to be generated in 3D app and exported to Unreal Engine via fbx.<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1057\" src=\"http:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_Mesh.jpg\" alt=\"\" width=\"394\" height=\"295\" srcset=\"https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_Mesh.jpg 394w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_Mesh-300x225.jpg 300w\" sizes=\"(max-width: 394px) 100vw, 394px\" \/><\/p>\n<hr \/>\n<h4>G Fur Shell Settings<\/h4>\n<p><strong>Layer Count<\/strong> \u2013 Sets the number of shells. Less = better performance.<\/p>\n<p><strong>Min Screen Size<\/strong> \u2013 If the fur becomes too small on the screen it will disappear for better performance. The lower the number the longer the fur remains on the screen even if small.<\/p>\n<p><strong>LODs<\/strong> \u2013 LODs for better performance can be setup here.<\/p>\n<p><strong>Screen Size<\/strong> \u2013 Size of the fur on the screen at which the LOD will be used. The lower the number is, the longer it stays even if becomes smaller on the screen. Should be higher than \u201cMin Screen Size\u201d.<\/p>\n<p><strong>Layer Count<\/strong> \u2013 Number of shells for this particular LOD. Should be lower than \u201cFur Layer Count\u201d<\/p>\n<p><strong>Shell Bias<\/strong> \u2013 With value 0.0 the shells are distributed linearly from root to tip. With values larger than 0.0, distribution becomes nonlinear, pushing the shells more to the tip where the shells tend to be more visible if the layer count is relatively low. With low shell count, using bias &gt; 0 can help reduce artefacts at the fur tip.<\/p>\n<p><strong>Fur Length<\/strong> \u2013 Scales the fur. If no fur splines are used, fur has length = 1.0 and will be scaled too.<\/p>\n<p><strong>Min Fur Length<\/strong> \u2013 Shortest possible fur length, will override too short fur splines.<br \/>\n<strong>Noise Strength<\/strong> \u2013 Introduces noise to the shell vertices along the normal. This helps to break up the uniformity of the shell slices when view from the side. May be a stylistic choice.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1058\" src=\"http:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_ShellSettings.jpg\" alt=\"\" width=\"394\" height=\"200\" srcset=\"https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_ShellSettings.jpg 394w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_ShellSettings-300x152.jpg 300w\" sizes=\"(max-width: 394px) 100vw, 394px\" \/><\/p>\n<hr \/>\n<h4>G Fur Physics<\/h4>\n<p><strong>Force distribution<\/strong> \u2013 With value = 1.0, the forces affecting fur are distributed linearly from root to tip. Values above 1.0 push the forces more to the tip, leaving the lower parts of fur strands less affected.<\/p>\n<p><strong>Stiffness<\/strong> \u2013 Higher values make the fur bend less under the different forces.<\/p>\n<p><strong>Damping<\/strong> \u2013 How fast the fur loses energy from different forces and comes to stop.<\/p>\n<p><strong>Constant Force<\/strong> \u2013 Constant force affecting the fur. Usually this emulates gravity.<\/p>\n<p><strong>Max Force<\/strong> \u2013 Maximum allowed forces to act on the fur. This allows to clamp the motion of the fur if it\u2019s too much for particular setup.<\/p>\n<p><strong>Max Force Torque Factor<\/strong> \u2013 Clamps the forces coming from rotational movement of the bones. This value is multiplying the \u201cMax Force\u201d parameter. At value 1.0, torque forces are effectively clamped with \u201cMax Force\u201d. Values below 1.0 clamp the torque forces even more than \u201cMax Force\u201d, values above 1.0 give more room to the torque forces that would be otherwise clamped if \u201cMax Force Torque Factor\u201d would be 1.0.<\/p>\n<p><strong>Reference Hair Bias<\/strong> \u2013 Length of the reference hair for which physics is calculated for. 1.0 takes longer hair into account, 0 takes more of the short hair into account.<\/p>\n<p><strong>Hair Length Force Uniformity<\/strong> \u2013 With value = 0.0, all the fur hair will bend closer to \u201cReference Hair\u201d. Values closer to 1.0 will bend longer and shorter hair the same way.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1059\" src=\"http:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_Physics.jpg\" alt=\"\" width=\"394\" height=\"222\" srcset=\"https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_Physics.jpg 394w, https:\/\/gim.studio\/wp-content\/uploads\/2020\/10\/gFur_Manual_Physics-300x169.jpg 300w\" sizes=\"(max-width: 394px) 100vw, 394px\" \/><\/p>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t<div class=\"sow-accordion-panel\"\n\t\t\t data-anchor=\"reference-%e2%80%93-gfur-shaders\">\n\t\t\t\t<div class=\"sow-accordion-panel-header-container\" role=\"heading\" aria-level=\"2\">\n\t\t\t\t\t<div class=\"sow-accordion-panel-header\" tabindex=\"0\" role=\"button\" id=\"accordion-label-reference-%e2%80%93-gfur-shaders\" aria-controls=\"accordion-content-reference-%e2%80%93-gfur-shaders\" aria-expanded=\"false\">\n\t\t\t\t\t\t<div class=\"sow-accordion-title sow-accordion-title-icon-left\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tReference \u2013 gFur Shaders\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<div class=\"sow-accordion-open-close-button\">\n\t\t\t\t\t\t\t<div class=\"sow-accordion-open-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf218;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<div class=\"sow-accordion-close-button\">\n\t\t\t\t\t\t\t\t<span class=\"sow-icon-ionicons\" data-sow-icon=\"&#xf209;\"\n\t\t \n\t\taria-hidden=\"true\"><\/span>\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\n\t\t\t<div\n\t\t\t\tclass=\"sow-accordion-panel-content\"\n\t\t\t\trole=\"region\"\n\t\t\t\taria-labelledby=\"accordion-label-reference-%e2%80%93-gfur-shaders\"\n\t\t\t\tid=\"accordion-content-reference-%e2%80%93-gfur-shaders\"\n\t\t\t\tstyle=\"display: none;\"\t\t\t>\n\t\t\t\t<div class=\"sow-accordion-panel-border\">\n\t\t\t\t\t<h3>Reference \u2013 gFur Shaders<\/h3>\n<p>gFur component is \u201csending\u201d some useful information to the shader via UV channels. The following information is available to be used in the shader:<\/p>\n<p><strong>UV1.Red channel<\/strong> \u2013 absolute length<br \/>\n<strong>UV1.Green channel<\/strong> \u2013 non-linear relative length<br \/>\n<strong>UV2.Red channel<\/strong> \u2013 linear relative length<br \/>\n<strong>UV2.Green channel<\/strong> \u2013 relative length of fur spline, same for all shell layers<\/p>\n<hr \/>\n<h3>Standard Shader<\/h3>\n<h4>01 \u2013 Basic<\/h4>\n<p><strong>01. Base Colour<\/strong> \u2013 Colour of the fur if texture is not used, otherwise it tints the texture.<br \/>\n<strong>02. Base Texture<\/strong> \u2013 Albedo texture for fur strands.<br \/>\n<strong>03. Roughness<\/strong> \u2013 Low roughness = smooth and reflective surface, high roughness = less reflectivness.<br \/>\n<strong>04. Use Texture for Roughness<\/strong> \u2013 Use texture map for roughness + a few controlls to tweak the look.<br \/>\n<strong>05. Roughness Texture<\/strong> \u2013 Texture for per pixel roughness instead of the constant value.<br \/>\n<strong>06. Roughness Texture Offset<\/strong> \u2013 Makes the texture brighter or darker.<br \/>\n<strong>07. Roughness Texture Power<\/strong> \u2013 Roughness texture power\/contrast.<br \/>\n<strong>08. Metallic<\/strong> \u2013 How metallic the surface is.<br \/>\n<strong>09. Use Normal Map<\/strong> \u2013 Use texture map for roughness + a few controlls to tweak the look.<br \/>\n<strong>10. Normal Map<\/strong> \u2013 Texture to be used as a normal map.<br \/>\n<strong>11. Normal Map Strength<\/strong> \u2013 Intensity of the normal map.<\/p>\n<h4>02 \u2013 Fur Pattern<\/h4>\n<p><strong>01. Fur Pattern<\/strong> \u2013 Usually some sort of noise texture where white spots form the fur strands.<br \/>\n<strong>02. Fur Pattern Tiling<\/strong> \u2013 Tiling of the Fur Pattern texture.<\/p>\n<h4>03 \u2013 Fur Thickness<\/h4>\n<p><strong>01. Fur Root Thickness<\/strong> \u2013 How thick is the fur strand at the base\/root.<br \/>\n<strong>02. Fur Tip Thickness<\/strong> \u2013 How thick is the fur strand at the tip.<br \/>\n<strong>03. Thickness Root to Tip Distribution<\/strong> \u2013 How is the transitio between root and tip thickness distributed along the strand.<br \/>\n<strong>04. Alpha Offset<\/strong> \u2013 Finall offset for the Alpha to fix potential issues. Use very small values.<\/p>\n<h4>04 \u2013 AO<\/h4>\n<p><strong>01. AO Strength<\/strong> \u2013 Adds fake AO to make the fur strands more visible\/distinctive.<br \/>\n<strong>02. AO Power<\/strong> \u2013 AO power\/contrast.<br \/>\n<strong>03. Fade Out Start<\/strong> \u2013 Until this distance, the fake AO is at full strength. Getting further away starts to fade out the fake AO. Should be smaller than \u201cFade Out End\u201d parameter.<br \/>\n<strong>04. Fade Out End<\/strong> \u2013 After reaching Fade Out Distance, AO is no longer in effect. This avoids darkening the fur when further away from the camera.<br \/>\n<strong>05. Avoid Short<\/strong> \u2013 Offset \u2013 Offset for what is considered short for removing AO.<br \/>\n<strong>06. Avoid Short<\/strong> \u2013 Power \u2013 Removes AO from shorter fur strands.<\/p>\n<h4>08 \u2013 Rim Light<\/h4>\n<p><strong>01. Use Rim Light<\/strong> \u2013 Whether to use fake Rim Lighting<br \/>\n<strong>02. Rim Light Strength<\/strong> \u2013 Strength of the Rim Light effect.<br \/>\n<strong>03. Fresnel Exponent<\/strong> \u2013 Fresnel expoenent for the Rim Light effect. Higher values push the effect more to the outer edges.<\/p>\n<hr \/>\n<h3>Advanced Shader<\/h3>\n<h4>01 \u2013 Basic<\/h4>\n<p><strong>01. Base Colour<\/strong> \u2013 Colour of the fur if texture is not used, otherwise it tints the texture.<br \/>\n<strong>02. Base Texture<\/strong> \u2013 Albedo texture for fur strands.<br \/>\n<strong>03. Tip Colour Controls<\/strong> \u2013 Allows to modify the colour of fur tips.<br \/>\n<strong>04. Base to Tip Distribution<\/strong> \u2013 With higher values, only the very tip of the fur strand will be affected by colour modifications.<br \/>\n<strong>05. Texture Power for Tip<\/strong> \u2013 Strength of the Base Texture at the tip.<br \/>\n<strong>06. Tip Hue Shift<\/strong> \u2013 Hue offset at the tip of fur strand.<br \/>\n<strong>07. Mask Contribution<\/strong> \u2013 Randomizes the Tip Hue Shift with a texture.<br \/>\n<strong>08. Hue Mask<\/strong> \u2013 Texture to randomize Hue Shift<br \/>\n<strong>09. Hue Mask Tiling<\/strong> \u2013 Tiling of the HUE mask texture.<br \/>\n<strong>10. Roughness<\/strong> \u2013 Low roughness = smooth and reflective surface, high roughness = less reflectivness.<br \/>\n<strong>11. Use Texture for Roughness<\/strong> \u2013 Use texture map for roughness + a few controlls to tweak the look.<br \/>\n<strong>12. Roughness Texture<\/strong> \u2013 Texture for per pixel roughness instead of the constant value.<br \/>\n<strong>13. Roughness Texture Offset<\/strong> \u2013 Makes the texture brighter or darker.<br \/>\n<strong>14. Roughness Texture Power<\/strong> \u2013 Roughness texture power\/contrast.<br \/>\n<strong>15. Metallic<\/strong> \u2013 How metallic the surface is.<br \/>\n<strong>16. Fur Blend Mask<\/strong> \u2013 Composite texture. R = blend mask for Fur Pattern tiling, where black = 1st tiling, white = 2nd tiling. G = mask, where black = no fur, white = full fur. B = height variation texture.<br \/>\n<strong>17. Use Normal Map<\/strong> \u2013 Use texture map for roughness + a few controlls to tweak the look.<br \/>\n<strong>18. Normal Map<\/strong> \u2013 Texture to be used as a normal map.<br \/>\n<strong>19. Normal Map Strength<\/strong> \u2013 Intensity of the normal map.<\/p>\n<h4>02 \u2013 Fur Pattern<\/h4>\n<p><strong>01. Fur Pattern<\/strong> \u2013 Usually some sort of noise texture where white spots form the fur strands.<br \/>\n<strong>02. Fur Pattern Tiling<\/strong> \u2013 Tiling of the Fur Pattern texture.<br \/>\n<strong>03. Second Density Controls<\/strong> \u2013 If second set of Fur Pattern Density should be used. Blend mask comes from the Fur Blend Mask.<br \/>\n<strong>04. Fur Pattern Tiling 2<\/strong> \u2013 Second tiling of the Fur Pattern texture.<br \/>\n<strong>05. Height Variation<\/strong> \u2013 Amount of height variation. Texture comes from Blue channel of Fur Blend Mask.<\/p>\n<h4>03 \u2013 Fur Thickness<\/h4>\n<p><strong>01. Fur Root Thickness<\/strong> \u2013 How thick is the fur strand at the base\/root.<br \/>\n<strong>02. Fur Tip Thickness<\/strong> \u2013 How thick is the fur strand at the tip.<br \/>\n<strong>03. Thickness Root to Tip Distribution<\/strong> \u2013 How is the transitio between root and tip thickness distributed along the strand.<br \/>\n<strong>04. Use Second Thickness<\/strong> \u2013 Allows to use second set of thickness controls and blend between the two based on a texture. Texture comes from the Fur Blend Mask.<br \/>\n<strong>05. Second Base Thickness<\/strong> \u2013 How thick is the fur strand at the base\/root.<br \/>\n<strong>06. Second Tip Thickness<\/strong> \u2013 How thick is the fur strand at the tip.<br \/>\n<strong>07. Second Thickness Root to Tip Distribution<\/strong> \u2013 How is the transitio between root and tip thickness distributed along the strand.<br \/>\n<strong>08. Compensation Power<\/strong> \u2013 Compensates for loss of thickness in fur due to mip maps.<br \/>\n<strong>09. Compensation Amount<\/strong> \u2013 Compensates for loss of thickness in fur due to mip maps.<br \/>\n<strong>10. Compensation Clamping<\/strong> \u2013 Compensates for loss of thickness in fur due to mip maps.<br \/>\n<strong>11. Alpha Offset<\/strong> \u2013 Finall offset for the Alpha to fix potential issues. Use very small values.<\/p>\n<h4>04 \u2013 AO<\/h4>\n<p><strong>01. AO Strength<\/strong> \u2013 Adds fake AO to make the fur strands more visible\/distinctive.<br \/>\n<strong>02. AO Power<\/strong> \u2013 AO power\/contrast.<br \/>\n<strong>03. Fade Out Start<\/strong> \u2013 Until this distance, the fake AO is at full strength. Getting further away starts to fade out the fake AO. Should be smaller than \u201cFade Out End\u201d parameter.<br \/>\n<strong>04. Fade Out End<\/strong> \u2013 After reaching Fade Out Distance, AO is no longer in effect. This avoids darkening the fur when further away from the camera.<br \/>\n<strong>05. Avoid Short<\/strong> \u2013 Offset \u2013 Offset for what is considered short for removing AO.<br \/>\n<strong>06. Avoid Short<\/strong> \u2013 Power \u2013 Removes AO from shorter fur strands.<\/p>\n<h4>05 \u2013 Clumping<\/h4>\n<p><strong>01. Use Clumping<\/strong> \u2013 Use clumping effect on fur strands to break up the look of fur.<br \/>\n<strong>02. Amount<\/strong> \u2013 How much of the effect to use.<br \/>\n<strong>03. Clumping Root to Tip Distribution<\/strong> \u2013 Distribution of the clumping effect between root and tip of the fur strand.<br \/>\n<strong>04. Clumping Texture<\/strong> \u2013 This will offset the UVs used for the fur strands to make the fur look a bit bended and noisy instead of having upright strands.<br \/>\n<strong>05. Mask Tiling<\/strong> \u2013 Tiling of the Clumping Texture<br \/>\n<strong>06. Mask Values Offset<\/strong> \u2013 This offsets the values of texture so that grey becomes 0, black values become negative and are used for one direction, white values are used for the other direction.<br \/>\nIf the texture doesn\u2019t have ideal distribution from black to gray to white, you can use this value to further offset the texture to achieve the desired visuals.<br \/>\n<strong>07. Clumping Mask Power<\/strong> \u2013 Mask contrast\/power.<\/p>\n<h4>06 \u2013 Wind<\/h4>\n<p><strong>01. Use Wind Effect<\/strong> \u2013 Allows to use semi-procedural wind effect to add some motion to the strands.<br \/>\n<strong>02. Wind Intensity<\/strong> \u2013 Intensity of the wind effect.<br \/>\n<strong>03. Wind Weight<\/strong> \u2013 Weight effect weight.<br \/>\n<strong>04. Wind Speed<\/strong> \u2013 Wind speed.<br \/>\n<strong>05. Wind Offset<\/strong> \u2013 Additional offset.<br \/>\n<strong>06. Wind Root to Tip Distribution<\/strong> \u2013 Distribution of the wind effect between root and tip of the fur strand.<br \/>\n<strong>07. Fur Length Affects Wind Strength<\/strong> \u2013 How much to remove wind effect from short hair.<br \/>\n<strong>08. Fur Length Power<\/strong> \u2013 Power\/Contrast for fur length affecting wind strength.<br \/>\n<strong>09. Use Second Layer (WL2)<\/strong> \u2013 Allows to use second layer of wind effect.<br \/>\n<strong>10. WL2 Strength<\/strong> \u2013 Overall strength of the effect.<br \/>\n<strong>11. WL2 Texture<\/strong> \u2013 Noise texture used for the second layer of the wind effect.<br \/>\n<strong>12. WL2 Texture Power<\/strong> \u2013 Wind Texture contrast\/power.<br \/>\n<strong>13. WL2 Texture Offset<\/strong> \u2013 Default = 0.5. Allows to offset\/change direction of the effect.<br \/>\n<strong>14. WL2 Texture Tiling<\/strong> \u2013 Mask tiling.<br \/>\n<strong>15. WL2 Mask Rotation Amount<\/strong> \u2013 How much will the wind mask texture rotate.<br \/>\n<strong>16. WL2 Mask Rotation Speed<\/strong> \u2013 Speed at which the rotation cycle will happen.<br \/>\n<strong>17. WL2 Mask Translation Amount<\/strong> \u2013 How much will the wind mask move.<br \/>\n<strong>18. WL2 Mask Translation Speed<\/strong> \u2013 Speed at which the translation cycle will happen.<\/p>\n<h4>08 \u2013 Rim Light<\/h4>\n<p><strong>01. Use Rim Light<\/strong> \u2013 Whether to use fake Rim Lighting<br \/>\n<strong>02. Rim Light Strength<\/strong> \u2013 Strength of the Rim Light effect.<br \/>\n<strong>03. Fresnel Exponent<\/strong> \u2013 Fresnel expoenent for the Rim Light effect. Higher values push the effect more to the outer edges.<\/p>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t<\/div>\n<\/div>\n<\/div><\/div><\/div><\/div><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>gFur User Manual<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"ngg_post_thumbnail":0,"footnotes":""},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.9.1 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>gFur User Manual - GiM<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/gim.studio\/animalia\/gfur-user-manual\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"gFur User Manual - GiM\" \/>\n<meta property=\"og:description\" content=\"gFur User Manual\" \/>\n<meta property=\"og:url\" content=\"https:\/\/gim.studio\/animalia\/gfur-user-manual\/\" \/>\n<meta property=\"og:site_name\" content=\"GiM\" \/>\n<meta property=\"article:modified_time\" content=\"2020-10-01T12:28:03+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/gim.studio\/wp-content\/uploads\/2020\/08\/gFur_01_web.jpg\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"WebPage\",\"@id\":\"https:\/\/gim.studio\/animalia\/gfur-user-manual\/\",\"url\":\"https:\/\/gim.studio\/animalia\/gfur-user-manual\/\",\"name\":\"gFur User Manual - GiM\",\"isPartOf\":{\"@id\":\"https:\/\/gim.studio\/animalia\/#website\"},\"datePublished\":\"2020-10-01T11:32:39+00:00\",\"dateModified\":\"2020-10-01T12:28:03+00:00\",\"breadcrumb\":{\"@id\":\"https:\/\/gim.studio\/animalia\/gfur-user-manual\/#breadcrumb\"},\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"ReadAction\",\"target\":[\"https:\/\/gim.studio\/animalia\/gfur-user-manual\/\"]}]},{\"@type\":\"BreadcrumbList\",\"@id\":\"https:\/\/gim.studio\/animalia\/gfur-user-manual\/#breadcrumb\",\"itemListElement\":[{\"@type\":\"ListItem\",\"position\":1,\"name\":\"Home\",\"item\":\"https:\/\/gim.studio\/animalia\/\"},{\"@type\":\"ListItem\",\"position\":2,\"name\":\"gFur User Manual\"}]},{\"@type\":\"WebSite\",\"@id\":\"https:\/\/gim.studio\/animalia\/#website\",\"url\":\"https:\/\/gim.studio\/animalia\/\",\"name\":\"GiM\",\"description\":\"Games in Motion\",\"publisher\":{\"@id\":\"https:\/\/gim.studio\/animalia\/#organization\"},\"potentialAction\":[{\"@type\":\"SearchAction\",\"target\":{\"@type\":\"EntryPoint\",\"urlTemplate\":\"https:\/\/gim.studio\/animalia\/?s={search_term_string}\"},\"query-input\":\"required name=search_term_string\"}],\"inLanguage\":\"en-US\"},{\"@type\":\"Organization\",\"@id\":\"https:\/\/gim.studio\/animalia\/#organization\",\"name\":\"GiM\",\"url\":\"https:\/\/gim.studio\/animalia\/\",\"logo\":{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\/\/gim.studio\/animalia\/#\/schema\/logo\/image\/\",\"url\":\"https:\/\/gim.studio\/wp-content\/uploads\/2020\/11\/gim.studio_256.png\",\"contentUrl\":\"https:\/\/gim.studio\/wp-content\/uploads\/2020\/11\/gim.studio_256.png\",\"width\":256,\"height\":256,\"caption\":\"GiM\"},\"image\":{\"@id\":\"https:\/\/gim.studio\/animalia\/#\/schema\/logo\/image\/\"}}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"gFur User Manual - GiM","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/gim.studio\/animalia\/gfur-user-manual\/","og_locale":"en_US","og_type":"article","og_title":"gFur User Manual - GiM","og_description":"gFur User Manual","og_url":"https:\/\/gim.studio\/animalia\/gfur-user-manual\/","og_site_name":"GiM","article_modified_time":"2020-10-01T12:28:03+00:00","og_image":[{"url":"http:\/\/gim.studio\/wp-content\/uploads\/2020\/08\/gFur_01_web.jpg"}],"twitter_card":"summary_large_image","schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"WebPage","@id":"https:\/\/gim.studio\/animalia\/gfur-user-manual\/","url":"https:\/\/gim.studio\/animalia\/gfur-user-manual\/","name":"gFur User Manual - GiM","isPartOf":{"@id":"https:\/\/gim.studio\/animalia\/#website"},"datePublished":"2020-10-01T11:32:39+00:00","dateModified":"2020-10-01T12:28:03+00:00","breadcrumb":{"@id":"https:\/\/gim.studio\/animalia\/gfur-user-manual\/#breadcrumb"},"inLanguage":"en-US","potentialAction":[{"@type":"ReadAction","target":["https:\/\/gim.studio\/animalia\/gfur-user-manual\/"]}]},{"@type":"BreadcrumbList","@id":"https:\/\/gim.studio\/animalia\/gfur-user-manual\/#breadcrumb","itemListElement":[{"@type":"ListItem","position":1,"name":"Home","item":"https:\/\/gim.studio\/animalia\/"},{"@type":"ListItem","position":2,"name":"gFur User Manual"}]},{"@type":"WebSite","@id":"https:\/\/gim.studio\/animalia\/#website","url":"https:\/\/gim.studio\/animalia\/","name":"GiM","description":"Games in Motion","publisher":{"@id":"https:\/\/gim.studio\/animalia\/#organization"},"potentialAction":[{"@type":"SearchAction","target":{"@type":"EntryPoint","urlTemplate":"https:\/\/gim.studio\/animalia\/?s={search_term_string}"},"query-input":"required name=search_term_string"}],"inLanguage":"en-US"},{"@type":"Organization","@id":"https:\/\/gim.studio\/animalia\/#organization","name":"GiM","url":"https:\/\/gim.studio\/animalia\/","logo":{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/gim.studio\/animalia\/#\/schema\/logo\/image\/","url":"https:\/\/gim.studio\/wp-content\/uploads\/2020\/11\/gim.studio_256.png","contentUrl":"https:\/\/gim.studio\/wp-content\/uploads\/2020\/11\/gim.studio_256.png","width":256,"height":256,"caption":"GiM"},"image":{"@id":"https:\/\/gim.studio\/animalia\/#\/schema\/logo\/image\/"}}]}},"_links":{"self":[{"href":"https:\/\/gim.studio\/animalia\/wp-json\/wp\/v2\/pages\/1049"}],"collection":[{"href":"https:\/\/gim.studio\/animalia\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/gim.studio\/animalia\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/gim.studio\/animalia\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/gim.studio\/animalia\/wp-json\/wp\/v2\/comments?post=1049"}],"version-history":[{"count":6,"href":"https:\/\/gim.studio\/animalia\/wp-json\/wp\/v2\/pages\/1049\/revisions"}],"predecessor-version":[{"id":1081,"href":"https:\/\/gim.studio\/animalia\/wp-json\/wp\/v2\/pages\/1049\/revisions\/1081"}],"wp:attachment":[{"href":"https:\/\/gim.studio\/animalia\/wp-json\/wp\/v2\/media?parent=1049"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}