Trouble creating patterns in hair / fur alembics imported from blender

So the title says most of it, in an effort to import a Bee model over from blender after some fussing around finally got the particle hair looking how I wanted and exported as an alembic to use on the model in UE.

Problem is I can’t seem to figure out how to recreate the same look with materials on the imported alembic file in question.

So this was the hair / fur sans its model in blender.

And bringing it into UE5 I’ve tried setting up hair materials in a similar way for using textures, like I did in blender but can never get it to really visibly appear, intead getting something monocolored like this. After a lot of searching I’m not sure mapping textures across hair particles is even a thing in UE (like, if its rendering the texture provided to each strand of hair, obviously that’s not going to display the same way).

One thought was maybe having multitone hair and layering those to create stripes but that doesn’t work here because the hair’s all to short for that anyway. Other thing might be getting rif od the hair entirely (at least on the back half) and setting up a material that has a flat hair like appearance, but I figured with how many animals and other creatures hair fur / stripes there has to be a way, and i’d like to learn how for the future instead of grabbing a simpler solution because google and youtube have failed me.

Mb it’s not the right place to ask, but looks like you figured out how to export Blender curves (3.5) hair to Unreal Engine. When I do it - I have a file of 2kb and can’t import it to Unreal Engine. I use Blender 3.5 new hair system and want to use it in Unreal as well.
Do you know how to do it?

I had to use the Send to UE plugin, and disable/re-enable the Groom Plug-in in UE for it to work. Dirk Teucher on YouTube outlines pretty well how to use it. I’m still working through trying to get it to carry over my Geometry Node Modifier data, though, when it exports, but I hope that helps otherwise!

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