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UE4 hair groom alembic set up notes

  • Writer: ychen3129
    ychen3129
  • Jan 25, 2022
  • 1 min read

Make sure to turn on the Groom and Alembic Groom Importer plugin, Niagara


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Project setting: Support Compute Skin Cache


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Import setting

Rotate 90 degrees on x

scale Y to -1

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Attach your groom to your character by adding your groom component to your actor


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Then Drag and drop your groom asset to your groom component


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For adjusting the hair

You can open the groom asset

go to the strands tab

manipulate the parameters there

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use stable rasterization for the short hairs, that you can see through the hair to reveal the skin

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material for the hair

When creating material for your hair

utilize those attributes from your groom base color hair UV, seed, root UV, length... attributes


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You can preview these attributes in the viewport of your groom asset

For materials set up

make sure the shading mode is hair

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use of hair strands is turned on


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access those attributes through the hair attribute node


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another useful node is the hair color node

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Material Examples


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Skinning

after done with setting up the material, it is time for binding the hair to your skin

right-clicking the groom asset, creating binding


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Then just find your skeleton mesh to bind


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Debug

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r.HairStrands.debugMode 12

r.HairStrands.MeshProjection.Sim.Deofrmed.Triangles = "1"


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Simulation

open your groom asset, go to its physics tab

enable simulation

Play with those settings

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It simulates the guides with Niagara System


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r.HairStrands.StrandsMode =1


And don't forget to set up your collider in your physic asset first

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CVars

r.HairStrands.Voxelization.Virtual.VoxelWorldSize = "0.23"

r.HairStrands.Voxelization.Virtual.VoxelPageCountPerDim = "12"

r.HairStrands.Voxelization.Virtual.VoxelPageResolution = "64"

r.HairStrands.Voxelization.Raymarching.SteppingScale.Transmission ="6"

r.HairStrands.Voxelization.Raymarching.SteppingScale.Shadow = "4"

r.HairStrands.DOFDepth = "0"

r.HairStrands.DeepShadow.SuperSampling = "1"

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LOD System

Authoring in your DCC

Stand>Card>Mesh

or

Generate in UE4

use the plus icon on the right

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for cards, you can try

procedural method (it is experimental)

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Reference:


 
 
 

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