This page contains a reference for properties and settings available for Hair Rendering and Simulation using Groom Assets.
Groom Component
The following properties are available from the Groom component's Details panel when added to a Level as an Actor or when added to a Blueprint.
Click image for full size.
Property |
Description |
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Groom Group Desc |
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Hair Width |
Overrides the hair width (in centimeters). |
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Hair Root Scale |
The scale of the hair width at the root. |
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Hair Tip Scale |
The scale of the hair width at the tip. |
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Hair Shadow Density |
Controls the hair density to reduce or increase hair count during shadow rendering. It enables you to inrease/decrease the shadowing on hair when the number of strands is not realistic. |
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Hair Raytracing Radius Scale |
Scales the hair geometry radius for ray-tracing effects, such as shadows. |
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Use Hair Raytracing Geometry |
Enables hair geometry to be used with ray tracing features. |
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LOD Bias |
Sets the bias for the selected level of detail (LOD). A value greater than 0 will progressively select lower detailed LODs. This property is used when 'r.HairStrands.Cluster.Culling' is enabled. |
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Use Stable Rasterization |
When enabled, this ensures the hair does not alias. When enabled, groups of hairs might appear thicker. Isolated hair should remain thin. |
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Scatter Scene Lighting |
When enabled, hair is lit with the scene color. It is used for vellus/short hair, like peach fuzz, to bring light from the surrounding surface, like skin. |
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Hair Length Scale |
When enabled, this allows scaling the length of the hair. |
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Materials |
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Element [N] |
Assign your Hair Material to this Asset slot. |
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Groom |
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Groom Asset |
The Groom Asset to be used for rendering this Actor. |
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Binding Asset |
An optional Binding Asset for binding a groom onto a Skeletal Mesh. If the Binding Asset is not specified, the projection is done at runtime, which implies a large GPU cost at statup time. |
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Use Cards |
When enabled, this option forces the groom to use cards/meshes geometry instead of strands. |
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Attachment Name |
An optional name, where the Groom component should be attached at, when parented to a Skeletal Mesh. |
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Groom Cache |
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Groom Cache |
The groom animation to playback on this component. It must be compatible with the Groom Asset. |
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Running |
Enable to play back the animation. |
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Looping |
Enable to loop the animation when the elapsed time is past the animation range. |
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Manual Tick |
Enable to play back only through Sequencer. |
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Elapsed Time |
This is a read-only value that shows the time that has elapsed since the start of the animation. |
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Simulation |
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Physics Asset |
The Physics Asset to be used for this groom when physics simulation is enabled. |
Groom Asset
Imported alembic .abc
files create a Groom Asset in the Content Browser. When opened, the Groom Asset Editor enables you to edit properties and settings relevant to the groom.
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For more information, see the Groom Asset Editor User Guide .
Groom Import Options
The Groom Import Options are available when importing a Groom Alembic .abc
file. Grooms are imported as one of two options: a Groom Asset or as an animated Groom Cache.
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Groom Import Options |
Groom Cache Import Options |
Property |
Description |
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Conversion |
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Rotation |
Rotation in Euler angle in degrees to fix up or front axes. |
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Scale |
Scale value to convert file unit into centimeters. |
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Groom Cache |
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Import Groom Cache |
Import the animated groom detected in this alembic file. |
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Frame Start |
The starting index to start sampling the animation from. |
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Frame End |
The ending index to stop sampling the animation at. |
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Skip Empty Frames at Start of Groom Animation |
When enabled, skips empty (pre-roll) frames and starts importing at the frame which actually contains data. |
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Import Groom Asset |
Import, or re-import, the Groom Asset from this file. |
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Preview |
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Group Name |
The name given to the hair group. |
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Group ID |
The ID given to the hair strands in this hair group. |
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Curve Count |
The number of hair strands within this hair group. |
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Guide Count |
The number of simulation guides within this hair group. |
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Has Precomputed Weights |
This defines whether to use the precomputed weights. |
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Preview: Decimation Settings |
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Curve Decimation |
Uniformly reduces the number of hair strands used. |
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Vertex Decimation |
Uniformly reduces the number vertices for each hair strand. |
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Preview: Interpolation Settings |
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Override Guides |
Replaces the imported guides by selecting a set of strands from the imported groom. The amount of guides depends on the value set by Hair to Guide Density. |
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Hair to Guide Density |
Density factor for converting hair into guide curve if no guides are provided. |
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Interpolation Quality |
Interpolation data quality:
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Interpolation Distance |
Interpolation distance metric:
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Randomize Guide |
Randomize how guides influence a strand. |
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Use Unique Guide |
Enables whether only a single or multiple guides should influence a strand. |
Binding Asset Options
The following properties are available creating or opening an Binding Asset for a given Groom Asset in the Content Browser. Right-click a Groom Asset and choose the Create Binding option from the menu to open these properties.
Property |
Description |
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Build Settings |
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Groom Binding Type |
Sets the type of binding to create a Groom Asset Binding for: Skeletal Mesh or Geometry Cache. |
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Target Skeletal Mesh |
The Skeletal Mesh which the Groom Asset is attached to. |
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Hair Interpolation |
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Num Interpolation Points |
The number of points used for Radial Basis Function (RBF) interpolation. |
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Conversion |
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Source Skeletal Mesh |
The Skeletal Mesh on which the groom was originally authored. This is an optional slot, and is only used if the hair binding is done on a different Skeletal Mesh than the one which it has been authored. |
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Matching Section |
The number of points used for the Radial Basis Function (RBF) interpolation. |
Binding Asset
After having created a Binding Asset for a Groom, you can open it from the Content Browser to access the following properties.
Property |
Description |
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Build Settings |
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Groom Binding Type |
Sets the type of binding to create a Groom Asset Binding for: Skeletal Mesh or Geometry Cache. |
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Groom |
The Groom Asset that this Binding Asset is attached to. |
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Source Skeletal Mesh |
The Skeletal Mesh on which the groom was originally authored. This is an optional slot, and is only used if the hair binding is done on a different Skeletal Mesh than the one which it has been authored. |
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Target Skeletal Mesh |
The Skeletal Mesh on which the groom is attached to. |
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Num Interpolation Points |
The number of points used for Radial Basis Function (RBF) interpolation. |
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Matching Section |
The number of points used for the Radial Basis Function (RBF) interpolation. |
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Hair Groups |
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Curve Count |
The number of curves contained in the imported groom file for this binding asset. |
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Curve LOD |
The number of rendered level of detail curves used for this binding asset. |
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Guide Count |
The number of guides contained in the imported groom file used for the binding asset. |
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Guide LOD |
The number of simulation levels of detail used for this binding asset. |