Hi all,
I’m using UE5.5.4 for a cinematic project with a scaled MetaHuman (×3.4) and a custom strand-based groom (LOD 0 only). The hair material is:
- Opaque
- Using the Hair shading model
- No fog, opacity, or distance fade
- LOD 0 is forced, no LOD swaps
- Material is clean (checked in graph)
Problem:
Hair looks great up close, but turns white/faded when the camera pulls away. It’s not fog (Apply Fogging is off), and not transparency — this is a fully opaque strand groom. It seems like a strand width / lighting issue at distance, maybe related to scaling.
Tried:
- Reducing Hair Width / Root & Tip Scale
- Turning off fog, SSAO, and volumetrics
- Adjusting lighting and roughness
- Forcing LOD 0
- Testing in different maps
Still getting overbright, low-density hair that blends into the sky.
Has anyone hit this with scaled-up MetaHumans or strand grooms?
Any fix for preserving strand contrast and density from far away?
Thanks!