I’m having some trouble with exporting the xgen hair root uv’s into Unreal.
In Maya, I’m creating a very simple poly plane which has the UV’s mapped to fill the entire 1st UV tile.
I created hair curves and converted the xgen groom into an interactive hair groom.
Then, I selected the mesh and interactive hair groom and hit Create Cache with Write Final Width and Ogawa.
I import into Unreal with no offset:
When I visualize the hair root UV normals in Unreal, it seems that the normals are incorrect.
I believe I should be seeing ‘checker squares’ instead of this blended effect.
Any thoughts, or feedback greatly appreciated.
Thank you!