Uhm excuse me, I have a question. So on the step 2, do I have to delete my entire project that also includes with my level maps, meshes, materials, and all of my creative projects in it with along the intermediate/PipInstall/Merged_requirments.in?. Or do I just only delete the intermediate/PipInstall/Merged_requirments.in instead?
How did you ran the commands in the command prompt in order to make the hair card generator error output work?
I opened Command Prompt as administrator in Windows 10, pasted the command I shared above and pressed enter. Restarted editor and hair cards began working. Follow the official documentation and check the output log for any errors in between hair card generation attempts.
Ohhh okay. Now I get it. I’ll give it a try
Hi,
You only need to delete the PipInstall directory in the Project Intermediate folder. If it’s not there you can skip that step.
-Mark Winter
It worked. Thanks man. Really appreciate the help
Ohhh okay, got it
Greetings.
I am using UE5.5.2. I downloaded the Meta human demo project and activated the Hair Card Generator plugin. After rebooting, the following errors occurred –
LogPython: Error: Traceback (most recent call last):
LogPython: Error: File “D:/Epic Games/UE_5.5/Engine/Plugins/Experimental/HairCardGenerator/Content/Python/init_unreal.py”, line 15, in
LogPython: Error: from CardUEInterop import instantiate_card_gen_controller
LogPython: Error: File “D:\Epic Games/UE_5.5/Engine/Plugins/Experimental/HairCardGenerator/Content/Python\CardUEInterop_init_.py”, line 2, in
LogPython: Error: from .ue_card_gen_controller import HairCardGenController
LogPython: Error: File “D:\Epic Games/UE_5.5/Engine/Plugins/Experimental/HairCardGenerator/Content/Python\CardUEInterop\ue_card_gen_controller.py”, line 10, in
LogPython: Error: from Modules.Geometry.cluster import ClumpGenerator
LogPython: Error: File “D:\Epic Games/UE_5.5/Engine/Plugins/Experimental/HairCardGenerator/Content/Python\Modules\Geometry_init_.py”, line 12, in
LogPython: Error: from .optim import GeometryOptimizer
LogPython: Error: File “D:\Epic Games/UE_5.5/Engine/Plugins/Experimental/HairCardGenerator/Content/Python\Modules\Geometry\optim_init_.py”, line 12, in
LogPython: Error: from .card_optimizer import CardOptimizer
LogPython: Error: File “D:\Epic Games/UE_5.5/Engine/Plugins/Experimental/HairCardGenerator/Content/Python\Modules\Geometry\optim\card_optimizer.py”, line 18, in
LogPython: Error: import torch
LogPython: Error: File “F:\Unreal Projects\Projects\MetaHumans\Intermediate\PipInstall\Lib\site-packages\torch_init_.py”, line 148, in
LogPython: Error: raise err
LogPython: Error: OSError: [WinError 126] The specified module could not be found. Error loading “F:\Unreal Projects\Projects\MetaHumans\Intermediate\PipInstall\Lib\site-packages\torch\lib\fbgemm.dll” or one of its dependencies.
If I am not mistaken, this is primarily related to the plugin itself. Is it possible to somehow fix the errors by editing the plugin’s .py files?
Hello there! I need some help of the hair cards that I trying to do in 5.5. So when I was follow the instructions of how to convert the hair grooms to hair cards from Maris Freimanis Youtube video. I was trying to do it for my 3d character that I made from blender. But when I had converted, the results of it looked not the way how I wanted to look. And for my question to that is, Is there away how to make it convert alot more properly?. Because it just looked like the hair card generator can only work properly when it comes to metahuman hair. But not animal fur groom the way how I sculpt the hair groom from blender
Hi Vit3D,
A few people have reported a similar issue with other python-based plugins as well. This appears to be an issue with the background pip installation of the torch
library.
Can you try closing the editor, deleting the <ProjectDir>/Intermediate/PipInstall
folder, and restarting the editor. Then attach the log file here and I’ll try to get to the bottom of this problem.
Thanks
Hi Joshua,
Can you give some more information about the groom, and the generation settings you are using? The card generator hasn’t been tested much on fur so it may not perform well, especially with the default settings. It looks like you may need to increase the number of cards and the number of textures to get a good result.
How much increase of cards do I need to add? Because the groom has like 351,000 on the torso, neck, and arms. And I don’t wanna like cause like performance issue to load the cards to have like 100,000 cards. Also my fur grooms are separate too. And plus since it’s not test for that. Then is there an alternative way to create fur cards?. If not. Then it’s ok. I understand. I’ll just give up. And just don’t use hair card generator at all
You will probably need to experiment to find the right amount of cards. Below is an example of how to try and guess some starting parameters:
With fairly even fur, you can assume about the same number of strands per-clump.
- Maybe you think 40 strands-per-clump is reasonable:
351000/40 = 8775
, and we use 3 cards-per-clump so8775*3 = 26325 cards
. - Total triangles can be based on number of cards (also consider poly budget). Very low-poly would be 4 tris-per-card (1 bend):
26325*4 = 105300 tris
. Higher poly maybe 8 tris-per-card:26325*8 = 210600 tris
- Number of textures should be based on the number of unique strand layouts you think you will need. Start small (maybe 30) and increase as necessary. Note that the more textures the better the original strand layouts are captured, but the worse the resolution of the individual strands.
- For better performance on very large strand inputs, set the number of flyaways to 0, this will disable the flyaway detection which can often be very slow in the case of fur.
This is just an example, but hopefully gives a bit of an idea of how to set the parameters. There isn’t another solution in-engine for autogenerating cards from strands. However, there may be some plugins on the marketplace that are more tailored for fur. We are working to improve the usability of the hair card generator so that it’s easier to figure out what parameters may work.
Hope this helps
Okay. I’ll try it out and let you know see if it works or not. Thanks for explaination tho
Sorry it didn’t very well for your case. Hopefully some of our improvements over the next few versions will help.
sure, I guess. I’m just only gonna use it for meta human characters. Not for fur animal characters, since it won’t do it properly for me. But I don’t know how it was able to work for this YouTuber named Maris Freimanis when he tried it out
So strange
Hi Mark,
Thanks for the answer. I did as you recommended. The log is attached.
At first look, it is exactly the same as before my manipulations.
I hope you will find what the problem is.
MetaHuman_Log.zip (23.6 KB)
Hi @Vit3D,
Thank you for the logs. It looks likely that this issue is in the version of pytorch we install,. caused by a missing dll dependency on Windows 11 machines.
You can check this is the problem by downloading this Dependencies tool and opening the fbgem.dll from the log error in that program. You should see the missing libomp140
dll highlighted in red.
If this is the issue, try the workaround here. The command mentioned:
winget install --id Microsoft.VisualStudio.2022.BuildTools --override "--passive --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64"
will install visual studio build tools, which contain the missing dll. Alternatively, some of the other entries mention using the Visual Studio Community installer to get the missing component.