Hello, I’m curious if there are any options in UE4 for real-time fur rendering? I haven’t been able to find much info except that it was basically impossible in UDK (multiple bump offset method or maybe POM seemed to be the best you could get). Wondering if there are any new options with the current state of UE4 as even the old shells and fins is light years better than faking fur with a diffuse/normal… I imagine tessellation would (probably) work, but is there a cheaper option?
I don’t think a shell based shader would be impossible, though I haven’t seen any attempts at one. I mean, what’s preventing such a thing being done?
I am currently working on a hair rendering /addition which can be used for fur (I will be producing an example soon of a fur covered body). I plan to integrate tessellation into the pipeline to help increase the volume of the hair/fur strands and also to give it a smoother shape.
If your interested in seeing an example. Please refer to: https://forums.unrealengine.com/showthread.php?6855-Hair-Rendering-Simulation-test towards the end of the thread the hair looks better.
ambershee: Not seeing one floating around out there I assume it’s not doable, at least not in the material editor. If I could paste shader code from a whitepaper I might give it a go, but that’s not really an option… seems to have bypassed that limitation though…
Wowza , that’s pretty much right on target for what I’m looking for, the new stuff is looking amazing. I’ll keep your thread on permanent refresh I’ve posted a question over there re: hair physics. Amazing work!
Hi, guys! I just curious about implementation of Shells and Fins with Tessellation for fur rendering in UE4?
Do you have any clue for me?
Hi, shells&fins approach:
https://forums.unrealengine.com/showthread.php?62491-WIP-Fur-amp-Fiber-Assets
Perhaps somebody need it