Unreal Engine 4.11 Preview

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New hair model works with Masked rendering so shadows should also work. Dynamic inset shadow will help with resolution related problems. Also you never should bake shadows to albedo map because it will not darken specular at all. But instead you should use Cavity map which is grayscale texture. Then you multiply albedo and specular value(usually 0.5) with this. Physically Based Materials in Unreal Engine | Unreal Engine 5.1 Documentation

Would I use xNormal to make this cavity map?

I this from the link you gave me:

“Small scale geometry, especially details only present in the high poly and baked into the normal map, will not be picked up by the renderer’s real-time shadows.”

Does this mean there won’t be any shadows inbetween strands of hair laid out on hair cards? The hair cards would have albedo and normal map, but it seems I need an AO/Cavity map right?

“To capture this shadowing, we generate a cavity map, which is typically an AO map with very short trace distance.”

Anyone know how to make this AO map that is technically considered a cavity map? I have 3d , zbrush, xnormal. Maybe xnormal can make AO/Cavity map from your high/low poly versions?

"This is multiplied by the final BaseColor before output and multiplied with 0.5 (Specular default) as the Specular output. To be clear this is BaseColor = CavityOldBaseColor, Specular = Cavity0.5. "

This I understand I think. The way the nodes multiply with each other in the material setup.

Depth Map for Hair

Does anyone know how the Paragon guys made their hair depth maps? Does it have anything to do with this link: Artists Tools and Workflows for Rendering in Unreal Engine | Unreal Engine 5.1 Documentation