Venice - Groom Material

If you want to use it in another version of Unreal Engine, open the UE 5.5 version and manually copy the nodes to implement it.

Check my Groom products here.

This material mainly sets the hair color through the following methods:

  1. Root-to-tip gradient coloring: By assigning separate root and tip colors to create a gradient. In addition to solid colors, a color curve can be created and added to the Curve Atlas, then selected in the material to apply gradient coloring. If root UV data is available, an image can be used to define more complex regional color gradients.

  2. Ambient occlusion masking for rings: By multiplying the written ambient occlusion mask of the hair rings with the color to achieve a more realistic volumetric effect. This can be calculated and written using the MetaHuman for Houdini toolkit.

  3. Noise texture modulation: Using noise textures to enhance, diminish, or distort the color for added variation.

  4. Contrast and Hue adjustment: Modifying contrast and hue to affect the overall color.

  5. Transition control: Adjusting the transition parameter to shift or scale the gradient bar forward or backward.

  6. Specular and roughness adjustment: Controlling highlight intensity and surface roughness.

  7. Hair reflection tangent: Adjusting the reflection tangent of the hair.

  8. Backlight intensity: Modifying backlight strength, which affects specular backscattering reflections.