Well it should be easy enough to integrate. Add an opacity mask texture and plug it into a DitherTemporalAA node before feeding it into the Opacity Mask.
Guy…I’m having a little problem with the material hair when create the matenee. The material starts to blink in the character scene…anyone nows how to solve that problem?
Thanks!
@MiDaEm did you happen to work on Overwatch by any ?
https://dl.dropboxusercontent.com/u/4817133/UnrealForums/TracerHairLite.gif
&stc=1(5:00sec into the video)
Epic work! Thank you very much! ^-^
@MiDaEm your hair material looks fantastic. Great job!
Thanks for this amazing shader! I just finished a character a few days ago for my bachelor’s degree and…really thanks! Here’s the results I got: https://www.artstation.com/artwork/K1Ja9
Yet agains, thanks for sharing this!
THANK YOU SO MUCH. Man this material saved my life. I mean, holy **** it looks so nice. God seeing people demonstrate their technical prowess like this is insane for me. Anyway:
(Not the bald one :P)
Here are the results with some Paragon Hair stream inspired changes (Note that volumetric plane intersections in the 3rd screenshot).
Thank you all, I’m glad you like it, you do really amazing work with it!
Very nice. Thx. Works well up to 4.10. 4.11 pre 4 seems to makes something wrong with the normals at default import settings and this does not looks so good with this material either. However just in case anybody else is trying to figure out how to fix this… it seems that workaround works: [4.11 Preview 4] FBX import normal flipped - Pipeline & Plugins - Unreal Engine Forums (import the mesh with an older UE4 version and migrate it to 4.11 pre 4 - or change import “Normal Generation Method” to “Built In”). Hope this would work better with 4.11 final.
Thanks a lot for sharing such great work , it might took a lot of time from you but we can’t thank you enough and people like you who share great stuff with us .
I don’t get why you need such a complicated node setup just to show specular lighting on the hair? In 3d studio max you can achieve this same result using a map tied into the specular channels.
We got a new hair-shader with 4.11 now and I’ve tried to recreate the behaviour of this free community hair shader (because it rocks) with the new UE4 4.11 hair shader because it supports more than one light source (point, directional) and is simple to create:
4.11 Hairmat screenshot
Wisp texture - You may use this texture free if you like it as it took just a few seconds to create (but pretty any diffuse texture would do).
I’m pretty sure this could be improved a lot. But so far I like the new hair shader. 4.11 hairshader is a bit more complex than the community one.
Thank you! i will try it
- Can this material be used and distributed with models sold on the marketplace ?
- If yes, is there some specific information that needs to be included (for instance, a link to http://mizugames.com/2015/09/09/unreal-engine-hair-material/, a link to your donation page, and so on) ?
- If not, is it possible to show screenshots of the models using your material, and then linking to your page and this thread for people to get the material separately ?
Thank you for your work, the results are great.
Thank you so hunch, this saved me a lot of time. This will in turn help me with the game I am developing for the charity I am producing this game for PAG.
l’oreal cause you worth it xd, thanks a lot for this
Hi @Pior sorry for the delay in answering.
I prefer the third option There is no problem that you show screenshots of the models with the material but I prefer that you link to this post to get the material
Thanks for using it and glad that you like it
Thanks!
Hi @MizuGames ! Thank you for your reply, that makes total sense and I agree. As a matter of fact for this specific project/marketplace item I ended up reverting to a simple/regular material for the hair, hence not needing the special hair effect anymore.
All that said, thanks again for your great work on the material - it truly looks great and I am looking forward to using it again in the future.