Hair at a Strand Level | Grooming your creations in Unreal Engine

Unreal Engine introduced a new way of rendering hair onto characters - taking a huge step towards closing the gap between real time and film quality. In this presentation by Epic Evangelist Mario Palmero, you’ll be guided through the incredibly easy process of having your groom imported, setting different kinds of groom, creating a variety of materials, binding the hair to a skeletal mesh, setting up the physics simulation, and configuring the scalability system so it will transition between a set of options, from strands to solid meshes. Learn more about Hair and Fur and other features of Unreal Engine here - **TIMESTAMPS** 00:00 Intro 02:39 Credit 03:02 Hair and Fur 05:06 Requirements 05:47 Settings 08:35 Materials 13:59 Skinning 16:50 Simulation 19:45 Advanced Topics 21:42 LOD System
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