Hello guys,
For groom hair, does UE calculate physics better if the hair is high poly model? Or it’s best to keep it low?
For instance I have a hair with 380K polygons. I can tone it down to 70K, but I don’t know which will work better when applying physics in UE.
I use UE for cinematics, not game development. I am just interested in the best possile physics calculation, not performance.
Thanks!