Grooms do not yet support proper precomputed (Static/Stationary) lighting.ĭepth of Field is supported but may still produce some artifacts.įor those using NVIDIA's hair solution HairWorks, which consists of DCC tool integration and real-time rendering and simulation for hair, Unreal Engine has deprecated HairWorks since version 4.16 of the engine. Higher quality settings result in a significant performance drop. For example, you should expect a 30Hz or higher framerate with an RTX-2080Ti for a human-like groom at 1080p. Your groom can be used to generate textures which can be applied to meshes.Įnable one of the following command modes to draw various stats and debug information about hair rendering to the screen:Ħ - TAA resolve type (regular/responsive)Įnable this command to render the selected debug mode for hair strands in the scene:įrame rate depends on the size of the groom, its resolution, and underlying hardware that it's being run on. You can also create multiple strands textures that can be used to create a hair mesh or hair cards. You can generate a follicle mask for your skeletal mesh to better blend hair with its mesh surface. The Groom Asset enables you to create textures based on the strands data from your imported grooms. Rebuild the selected groom's build settings from the Groom Import Options.Ĭreate Binding to generate a Binding Asset used to attach a groom to a Skeletal Mesh.Ĭreate Textures for Follicle and Strands using the selected groom.įor more information, see Groom Asset Editor. Right-clicking the Groom Asset in the Content Browser provides several additional Groom Actions that enable you to: You'll be able to:Ĭreate Levels of Detail Meshes that represent strands, cards, or a meshĭebug your groom with different view modes With the Groom Asset Editor you can manage and edit parts of your groom. Once these steps are completed, you will have an interactive groom that can be used on an attached Skeletal Mesh that is animating. Place your Groom Asset in the World (as an Actor or in a Blueprint).Īttach the Groom Component (Actor) to Skeletal Mesh Socket with Transfer Skinning. (Optional) Create a Binding Asset from the Content Browser for your Skeletal Mesh. Import your Alembic Groom file into Unreal Engine. The flowchart below describes the high-level process of bringing your own Hair Grooms into Unreal Engine and attaching them to a Skeletal Mesh character that can be animated.Ĭreate your Hair Groom in your preferred DCC application.Įxport your Hair Groom as an Alembic (*.abc) file. Under the Geometry category, enable these plugins: Open the Plugins browser window by going to Edit > Plugins. Under Rendering > Optimizations, enable the Support Compute Skin Cache option. Open the Project Settings by going to Edit > Project Settings. It provides support for multiple hair groupings within a single file, such as head, vellus, beard, eye lashes, and brows, a hair shader and rendering system, and dynamic physics integration driven by Niagara.Īn Editor restart is required for each of these to take effect. While no standard format currently exists for hair grooms, the groom system provides a naming convention-based scheme using Alembic (.abc) files to ingest data exported from your modeling application. Using the Groom system and tools of Unreal Engine enables you to render each individual strand of hair, which significantly improves visual fidelity of simulated hair in real time. Card based workflows use a large number of flat sheets (or cards) to give the approximate shape, and motion, of a much larger number of individual hairs. Traditionally, hair that has been created for use in real-time engines has been created using card-based techniques, or other similar approximation.
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