I submitted FauxFur to the marketplace, unfortunately it was rejected.
I thought it had potential, e.g. short-furry/fuzzy looking things in stylized games.
It was a simple way of giving any surface a short-furry appearance (…but not long shaggy fur!).
It uses one material with multiples instances so has a low GPU footprint.
However, it is not meant to simulate dynamic hair (I’ll leave that kind of expertise to Ehamloptiran).
So yes, FauxFur has its limitations (i.e. no complex inter-follicular physics/gravity) but for something like a warriors bear-skin coat it looks ok.
Without the convenience of the UE-Marketplace (and support infrastructure therein) selling would involve setting up e.g. a Paypal merchant account and …ugh…
I don’t have time for that at the moment so unfortunately (for now) it is not on sale.
Shell-based fur is certainly not a new idea. In fact, I used this method in another engine many years ago.
I thought it would be interesting to see what it looks like in UE4.
I had a play with making the fur move vertically as a character’s centre of mass changed.
It looked ‘interesting’ but I abandoned the idea because it required passing the character pelvis world position from blueprint to
the material via MPC (with damping) and other tricks. It complicated an otherwise simple setup procedure and didn’t really add anything to the quality.
I have some other ideas about improving the fur quality, but not sure if it is worth the effort.
As the ‘faux’ implies — it’s just a furry appearance, and nowhere near the quality of complex GPU hair simulations.