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Showing posts from February, 2020
My posts tend to be 'off the cuff' - meaning I'm just writing out in 'one go' about stuff I'm currently thinking about. Not really a lot of pre-planning (in most cases, save for tutorials). Though I do go back and add bits, correct grammar errors, and put in links, pictures, etc. So apologies if you were expecting highly formalized PR or Marketing spiel. ;) (Yes, I know. You weren't!)

Giving Manny Feathery Hair - TressFX 'StrandUV' Down-The-Strand Feature

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NOTE: This tutorial was written for TressFX 4.22, which has since been updated by AMD. The newer version is not the same as the version I am using, code-wise nor feature-wise. OK. Let's continue from where we left off last time. From the previous posts, we've gotten TressFX 4.1 compiled into Unreal Engine 4.22.3 and running. And we've created hair that tracks reasonably well to the Unreal Mannequin. The tracking is not perfectly tracking, as you can see some of the hair isn't tight to the skull....in front... But, that would likely be fixed if we had more bones in the head for the tracking to use. Right now, we are limiting tracking to use a single bone in the head. And, of course, this is based on exporting the Mannequin skeletal mesh out of Unreal as an FBX, then importing it into Maya and doing the hair export using that FBX, then using the exported hair files with the original Mannequin. This may lead to other inaccuracies during the export/import process. But w...