Groom rendering issue when more than one asset on screen

I’m looking to create a pack of wolves (using Groom fur) and whenever more than one wolf is on screen the groom shader bugs out. its like lighting and material information from one wolf is transferring to the others. but then if you just move the camera so that only one wolf is visible- everything looks fantastic. Any help here would be great. I also see this same issue in the meerkat demo. if you bring more than one meerkat on screen at the same time the groom shader bugs out. is this just where we’re at right now with Groom or am i doing something wrong?

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I am interested in knowing this too, the same happens to me
I noticed that if i have more than 3 characters on screen it happens ( each character has 6 light weighted groom assets )
The difference is that they do not seem to “transfer” the groom data, they just lose it, the hair becomes white

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Same here.
Surprised more people haven’t reported this.

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This happens when “Include Component Into Location Bounds” is turned on in the mesh component. People turn this on to avoid the disappearing issue when the view is too close to the groom. If you have more than 2 groom assets, you have to turn this off and set the “Set Bounds Scale” of your groom asset high enough, like 10, to solve the disappearing issue. Keep in mind that if you increase the “Set Bounds Scale” on the other groom assets, the issue will return so you only change it on the problematic one. I’ve only done this with two groom assets so I’m uncertain if the results will be the same in your case. Nonetheless, I hope epic fixes this as groom assets are the future for hair authoring even in games.