Metahuman / Eyelashes and RT shadows

Hey there,
I hope someone ran into this

I’m struggling to achieve detailed raytraced shadows with MH.
It seems the eyelash hair cards are causing strange shadows even though I forced LOD 0 in the blueprint. I’ve upped everything to Cinematic/Production, upped the r.RayTracing.Shadow.SamplesPerPixel and all played with all sorts of RT related checkboxes in PostProcessing.

My Scene has an HDRI Backdrop and two Rect Lights with all lights set to movable.

(left: Cast Ray Tracing Shadows on my Fill (Rect) Light disabled, right: enabled)
Win10, UE 4.27, RTX 3070

What am I missing?
Cheers,
velem

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That raytraced transparencies don’t work.

This has nothing to do with metahuman, it’s been an engine issue a long while. And particularly asked for eye lashes at least 3 or 4 times.
(Except the forum update probably made the posts disappear).

For what it’s worth, just don’t use hair cards.
Even a thick set of lashes would probably be about…

6tris per lash, x 90 upper + 70 lower…
Around 1000 tris per eye.

If you are using ray trace. What do you care of tris count and performance anyway?

Ps:
Also it’s not that it doesn’t work, perse.
It’s mutually exclusive with raster, and it handles different.
You can try to make sure that the material is set up to cast the shadow as masked and all of that.
Because it’s a mesh within another mesh you can’t do much in terms of setup (like cast volumetric shadows).

There’s issues with foliage too on it.
But there’s a nifty raytraced Nvidia managed branch that actually offers way better working raytrace stuff. Possibly fixing the issue with hair cards too.

Thank you for the reply!

For what it’s worth, just don’t use hair cards.

I’d love to get rid of the hair cards. Can’t figure out how. In the Blueprint Editor / LODSync I set Forced LOD to 0, thinking that would do the trick.
I only see the groom component listed in the Blueprint with no hint as to where the Hair Cards are.

Any help is appreciated — Sorry for my ignorance.

Seconded, plz send help!

Usually cards are all in one with the mesh.
I haven’t use meta humans, so can’t be sure… but you can try to export and edit the mesh.

Just make sure to keep all the morphs and curves…

Exporting/reimporting the mesh broke everything for me but I did manage to make the cards disappear. For everyone facing the same issue, here’s how:

  1. In the Content Browser locate the FaceMesh File (mine is under Content > MetaHumans > YourName > Face > YourName_FaceMesh) and double click it to open the Skeletal Mesh Editor.
  2. On the left side in the Asset Details Panel Locate the section called LOD 0. Within that there’s a list called Sections. Section 6 should reference the M_EyelashLowerLODs_Inst. Untick Cast Shadows. UE should show a progress bar saying Building skeletal mesh LOD.
  3. Hit Save in the Skeletal Mesh Editor and close the Window.
  4. In the editor hit Build to rebuild your lighting. UE may prompt you to restart the editor.
  5. Enjoy…
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Super useful, thank you!

THANK YOU.

Here’s an alternative method without having to export/import:

  1. Find M_Eyelashes_Cards under MetaHumans > Common > Materials
  2. In the Details panel on the bottom left, search for “Cast Ray Traced Shadows”
  3. Uncheck. Apply/Compile. Save.
5 Likes

Hi ! I tried using branch ,but it not to working .

Hi , it not working , it is all the set there ?

hello, i just found it right now, just type r.SkeletalMeshLODBias ? to check the value,
if r.SkeletalMeshLODBias = 1 or -1 you may change it to 0
if r.SkeletalMeshLODBias =0 you may set it to 4 or -4
i just found it when im try to render the slay project and got the same problem when using unreal 5, which never happen before. Hope it can help.

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For those on UE4.27 where disabling “Cast Ray Traced Shadows” doesn’t seem to fully work, “Two Sided” also additionally needs to be disabled as well.

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That worked for me. Thanks!

1 Like