Putting out a request for some help from the community.
So I have been unable to find a good solution for hair in unreal 4. Largely because from my limited understanding in unreal they use a deferred Rendering setup vs forward rendering.
So using an opacity mask gives me no fall off everything looks chunky for hair (looks like foliage cut out grass). And if I use translucent settings I get a good fall off but no lighting or self shadowing works so the hair lights up like a Christmas tree. I tried over lapping Both and the lit up translucent one takes over.
Does any one know of or have a work flow for hair. I have gone through the Varga tuts and all the hair building stuff under the sun and that all looks fine in Maya but the second it hits UE4 it looks like trash.
Thanks every one for putting up with my wall of text but this has been an issue plaguing me for weeks. And I'm at my wits end.
Example:
http://gamedevelopment.tutsplus.com/articles/forward-rendering-vs-deferred-rendering--gamedev-12342
Replies
I think they put Dithered Transparency in as a node in the material editor buried deep somewhere (I can't find it in the Documentation but I know its in there somewhere), but also check in the transparency material settings. I would try giving that a go, it's not a perfect solution but with a decent-res alpha mask and some jiggery-pokery you might be able to make something servicable. I dunno if you'd be able to combine that with a SoftOpacity node or not, but that might also help.
Hair seems to be something every one ignores.
It's by no means a perfect way of achieving hair transparency, but it's got some good points to it. Since it's 1-bit transparency, it doesn't suffer from the problems with 8-bit alphas such as sorting order and not playing nice with environment fog/particles. On the other side of the coin, this material gets really instruction heavy, really fast, so I don't know how practical it is.
It's entirely possible that you might be able to drop the BlurSampleOffsets node entirely and let FXAA blend the pixels for you, but I'm not entirely sure how to go about that, Post-Processing is a bit out of my wheelhouse for the moment.
I really want to know how they did the fur in the hell blade video. Because from my understanding its all in UE4
Now maybe its because I'm using crap textures and geo I generated in 10 minutes but I'm getting a strange fuzzy result. I must say yours is much cleaner.
Pardon my slow learning and material understanding, I literally started working in Unreal 4 on Monday.
last thing I have to test is how this turns out when it comes to animation and live dynamically lit scene.
This is what I was able to come up with and get a pretty good result.
Well I should say the best controlled result I could come up with. Let me know what you think. And if you see any improvements/changes we could make. Once this turns into a half way decent temp solution I want to share it on UDN/UGN and openly in poly count.
http://www.nvidia.com/content/PDF/GDC2011/Epic.pdf
Largely because UE4 is s Differred rendering.
I'm finalizing the node network so it can be instanced properly. then I will pose each layout and its connections.
As always if any one has some good feedback or solutions let me know.
The process for the Samaritan demo would work in theory in UE4 since they stuffed deferred lighting into that demo and used 1-bit alpha, but those slides explain bugger all about what steps they took. The most helpful slide in there is the one about camera-oriented planes, but that only works for short hair
I will see what I can dig up in the morning.
Hey, any updates on this thread? I've been trying to get some decent looking hair on my character too.
We will be building an updated ver and sharing it. Me and troll where able to create some pretty solid looking hair in UE4.
Maybe in the next week or two.
What is the point of the BlurSamplesOffset node in your graph? I'm pretty sure it does nothing.
It implies it will do a blur but that node does not do any blurring.
Also, any further updates?
Are you still planning to post the results? Looked around everywhere and not a single half decent result made in UE4. It would be really great to see what you guys got.
Thanks,
Fisher
from the "UE3_to_UE4_Transition_Guide":
Materials
"Soft Edge" for Particles and Translucent Materials ( like hair I spose... a translucent material with a soft edge? )
UE3: Attach the opacity mask to Alpha input of DepthBiasedAlpha and set Bias scale for fade distance.
UE4: Attach the opacity mask to Opacity input of DepthFade and set Fade Distance.
https://wiki.unrealengine.com/Two-Sided_Foliage_Material
https://wiki.unrealengine.com/UE3_to_UE4_Transition_Guide
Also,
Ehamloptiran 's solution looks interesting includes simulation ( been progressing on the unreal forums, don't know if performance is realistically possible? Or when the pug-in will be available )
https://forums.unrealengine.com/showthread.php?6855-Hair-Rendering-Simulation-test