Xgen to UE5 - Hair Setup Guide: Groom Setup, Curve Attribute Baking, Groom Bindings, Shader, Physics

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a look at our final hair model well not the final but the final Olympic version of it and we are going to do a card version after this uh my name is Andrew giovanini and I've been a character artist in the games industry primarily focused on doing uh hair for roughly five years now my first like big project here was cyberpunk I've also worked on a Star Citizen Squadron 42 a little bit and also last three years I was with a gearbox SL LBI we are going to show you this model to begin with so I'm going to get rid of this uh sequencer for now we're going to go back to normal you can see we already we have some cool physics applied so this is our menu to look at the properties uh I'm going to get rid of this because we already have it on screen and I can turn off this wind so it relaxes let see we can play with it put on some upward wind goes crazy and you can see it like nicely wraps around the head too so I'm going to show you how to do all that and doesn't just clip right through so it's a very powerful good system so I'm just going to reset that see very nice looking hair physics and I'll show you guys how to set all that up too so I need to turn on the link and you can see we can check out the movement a little bit this is a full game ready hair asset and then I'm also going to be doing a full more comprehensive video from setting up your curves in Maya your first curve in Maya to getting to this point so if you're interested in that please consider subscribing if you see here for this unlimit group there's a tag a tab I should say for hair cards this is where our hair cards are going to go I'm we're going to create all the lods and everything for those her cards and the cool thing is is that all of these properties all these physics properties all the groom binding properties will uh work on the hair cards as well so you'll be able to get much better performance and maintain physics as well there's a Discord Link in the description uh I wanted to find a better place in Google Drive to host these script files like in my first video and I'm going to have another one here today for you guys uh you just need to join the Discord which is in the link and then under useful tool links um I list all the um basically I thrw in notepad files and I'll show you how to use it today uh one we're going to use today is a spline group manager which uh I created basically just chat gbt but it bypasses like a major issue with the export process in Maya and that it's just incredibly slow and this will like speed it up quite a bit so I started a patreon and if you wanted to support this educational aspect of this channel uh right now I don't really have any benefits it's just there if you want to support you don't have to obviously these videos are going to be free uh for YouTube but it's there for now this is our full xgen description that's our Fringe description we have our body to just cover most of the body and we have a fill too so just without the fill and the Fringe this is to help get fill around the scalp um and then again the body The Fringe and that's like the bulk base of our hair asset and then we have like all of our breakup clumps so we have like a fringe breakup up here that was inspired by our um reference and then we have all of these other breakup pieces and so that's all our breakup layers on top for this hair split I have a shorter one and a longer piece to add just nice more nuance and breakup right I want to cover their fill layer real quick since this is not something I live streamed before how do I create this um this fill layer that nicely matches up with our body right like it Blends nicely and it helps fill in and it makes it so we don't have to go so crazy dense with all these long hairs and we can have some nice breakup right with that set up with GS curve tools all you got to do is use this selection right like that and then you hold shift and then you bring the slider down the line and you can see it selects every all the points up to a certain point uh before you do that I would I just noticed we need to rebuild if we go press f8 let's just rebuild to 20 so if you use this you can see you can select CVS along the curves right if you hold shift and you drag it you select all the CVS as you drag along so I recommend like somewhere like maybe uh 2/3 right we're just going to stop there press delete so as you can see um we have all our shorter guides now from our main guides and so what that's going to let you do as we mentioned you're going to have a body and then you're going to have a fill that matches everything else really well go over the lattice stuff one more time let's say you want to reduce the volume or change the shape here right you have a lot of guides and it can get messy if you're not careful so I select all the guides uh for the area relevant to what I want to change right and then I go into component mode which is f8 and if you're not seeing these dots just right click and make sure you hit control vtex uh in this little window here uh select roughly the area where we want to change I go a little bit past it so let's say I want to change kind of this push it in okay so the form uh lattice so we're going to change our values here a little bit obviously the um the higher these numbers the more control you have over the shape but the lower the easier it is to maintain clean shapes right so let's say I want to push it in this direction from bottom left to upper right this little bottom section here so I'm going to select this bottom selection like either a group of vertices or just one or two like I can select just this one right and then I'm going to press B to turn on soft soft select and then hold B and left click drag until that selection kind of Fades pretty close to the um where the actual body is first we're going to hit D and with d we're going to rotate this pivot actually and then we're going to point it towards the body and we're going to move it towards the body so that it's right there where it meets the body if we go into scale mode now we can pull that in like that so that would be how you'd like change shapes and you can that's how I did on top and often times like you'll have to make some fixes and Corrections along the roots to you do this but this will get you like 90% of the way there and help you maintain like pretty clean results so that's the best way to change overall larger shapes on your hair if you need to like make adjustments to your silhouette yep see see you got pushed in okay let's go over some description setups so this is our most dense layer basically now and this helps get nice coverage all around and the way I think about it I think about it as like the idea that a groom or one thing I want to mention for this noise layer and I kind of took this principle with all of my descriptions for all the parts of the hair is I only use this noise layer at least for this particular hairstyle um I never apply it to the main body I only apply it to the Strays so if you hit the Stray you get the Stray percent Dage and right now it's sent to 5% yeah some other ones I sent to like 20% Which I'll show you in the second but the reason for that is I don't want to mess up our nice clumping stuff like this would be an example one of our like Clump layers right this is our breakdown something like this so we start with our main clumps which are set up to follow the guides um we're using a random modifier and that helps just to give us some variation and how clumped it is all right and then we add a second clumping I'm using a density of like 7.5 here and basically what I'm looking to do is take the primary clumps and divide those like by just a set amount of clumps so like four or five right and then so you take one Clump and divide that into like four or five more clumps right you can do three more clumps four more clumps five more clumps uh it's going to vary and you can see like the example here like 1 two 3 four five six seven eight it's like eight actually so but they're layered on top of one another so when I say three or four it's like across but then there's more underneath and then you want to make sure you add noise so you want to adjust this graph I push it up so it's near the the root so the clumping starts near the root and then I'm using a value of two and if I raise that value more to like four and see breaks up more if I go 10 breaks up more so that's how you control something like that but I want them to stay fairly clumping so I'm only doing a little bit and again uh we take those smaller clumps and we divide them up even more so that's how we get this right because our individual hairs are super thin so we don't want to just uh have everything we we want most of our hairs to be have some kind of clumping and then our cut layer helps break up these ends right it's just a random modifier and I went up to 10 and then finally our final noise gives us that extra little break up if we go to our body these little stray hairs that come out of it right that comes just from this noise so again zero magnitude on the main body but three on the Strays so these are set to 5% too so if you increase it to like [Music] 20 but you still have all the clumping underneath I just to show you what this looks like without the fill layer so that's everything and no fill layer you can see you can see right through to the scalp that's why you need it that would look bad and unreal too that's the general idea you want to play with one layer of clumps at a time follow your references and try to break it down in a way that matches your references or to whatever your artist IC sensibilities tell you to do and we're going to go over the process of exporting uh basically manually from Maya to Unreal and we're going to show you how to set up all your attributes too offer you a tool which is going to be in our Discord and the reason I ended up putting this together is because some of this process can be really slow with Maya's UI and just having like a little simple tool will speed it up pretty tremendously and I'm just going to give it to you for free you just have to join the Discord you just download a little notepad document and you just copy paste that into the python tab so with Phil we select our fill description here in the outliner generate convert to interactive room convert cool so that one's done and you could actually just select all them and do it all at once but my acts weird sometimes and you get weird Strays and pop outs and stuff let's do our French I'm just going to go on order from top to bottom and skip the fill since we already have that so Fringe convert to interactive groom So that's fast okay break up forehead and we can just pop this out uh convert to interactive groom convert uh right side you can also press press the uh G key GS in George and you'll just repeat the action you did so G key convert right G key convert G key convert G key convert and you can see there's like some stepping we can need to fix convert all right if you're already an xgen you want to get the interactive groom tab uh they're all going to be in their generate so xgen groom editors for that normal one interactive groom editor will pop out this window so and you usually want your attri editor open to for this stuff for instance I'm seeing the stepping up here so let's work on that first so I'm going to rebuild just one time okay and that seems to have fixed it so we're good there and apply our original hair Shader to it I'm also seeing some stepping here so it might be worth going [Music] through and probably with our attribute window open just come over here here and hit rebuild on everything once it can't hurt so that'll just help clean things up a bit right so I have this little stray hair here right and I don't know if that's just a result of the conversion or just something from the original groom that we missed first we need to find that so it might be this left side burn which yes so you can check it by turning all your layers off and on and so we're going to go here add modifier sculpt so we hit edit there after opening that up go to our xgen tab we have like a cut tool here right well first we need to go to our freeze tool and and so just making sure you're not freezing any other hairs in this layer just freeze this one hair it'll turn blue now we want to get our cut and I'm going to say invert Frozen if you right click you get this Marquee menu if you hold right click I'm just going to go invert Frozen it's also going to be if you double click here in this tool menu you'll have Frozen here too and other parameters to play with so hold B left click drag to make a bigger and I'm just going to cut it like towards where wherever it is and now it's gone and you can do other things too like if you want to go to your um add modifier sculpt edit that I wouldn't go too crazy on this cuz you don't want it to stray and deviate too far from your original guides right so you can like adjust things right so and you have a layer slider too and you can even turn it off if you don't happy with your changes I'm also going to show you how to set up and extract your guides so you're going to want to go basically to all your descriptions and turn on your guides which we have to turn this back on first okay this is all here right and just double check to make sure you have everything because you want all your guides and actually I'm cutting out the fill guides because they're a little redundant we don't want those uh the fill is going to follow the rest of the guides that we already have um so now you have this under utilities for any of the descriptions you just have to come to utilities with all your guides highlighted you need hit this button all right so now you have a new group here called XG Grom so if you aren't using the core xgen or you're just starting from interactive xgen want to convert interactive xgen to Unreal and you don't want to provide your own guides you basically just have to to stick your guides into a group called XG groom the rest of the children however it's grouped after that it doesn't really matter it's just looking for the parent XG group and the script will apply the attribute to all the uh basically all the splines all the CV curves that are under that group so hopefully that helps you out so you can do this from core Legacy xgen or interactive xgen so we have our guides out and we have our groom set up ready to uh be pushed out right so actually you don't need to have this turned on I'm just going to turn this off just wanted to show you I'm also going to hide these guides for now we're going to select everything you can select them here in the xgen editor interactive editor or you can do it from the outline it copies it both ways we have everything selected go to generate cache export cache let's select this little box next to export cache that brings up the setup menu for it you can reset your settings if you want first we're going to set this to current frame going set this to right final width it's going to do two things it's going to just because of the way Olympic rooms work like they expect animation we only want to feed unreal like our starting point right right final width is basically going to tell unreal the width of your hair strands which we set up an xgen we just hit export on that and I have a folder here called export test I want to make a new one called export demo and we're going to do export demo so save okay so that's a pretty quick process that's not too bad because I want to make this scene as light as possible before we start this process I want to get rid of all this I want to get rid of the original groom I want to get rid of our guides and the reason we made all those St in case we need to go back and we forgot something right uh Kurt I get rid of that we don't need our lights anymore we don't need both so we want our hair cap because we're going to bake the UVS from it so we have our growth cap we are uh we don't need this either so we have our guide rooms which we need our curve guides I mean curve guides and we have our growth cap for the UVS now I'm going to come over here here going to go to export demo export demo open right while that's loading I can show you this this is the xgen guidelines this document is really outdated now so if you're new to this it can be kind of confusing and not super helpful but it shows you some of the stuff I already showed you about converting to interactive how to set this to current frame and WR final width and all that uh basically what I'm going to be showing you next is how to apply your create ID uh your group ID attributes basically your guide attributes which marks some of the uh those curves we uh set up from xgen as guides and then we have one final script here which is going to bake our root to the same curves but we're not going to use it as they intended because the way they set it up as they intended is just very strange but we're going to I'm going to show you how to use this and how to modify it so that it works with uh Python 3 so that's that uh to find this just Google xgen ue5 xgen Unreal Engine 5 it'll be one at the top it'll be called xgen guidelines for a creation you can see we're loaded in uh Maya's laggy as hell while doing this let me first hide everything so I'm hit controll H all right so that should be a lot better now I think so yep now we can select stuff here's the issue um so let's open up this left side because it's a pretty small one you can see clicked the little tree to open it up and it's already taking like several seconds and if I did this with the body or the fill it would take 30 minutes maybe even longer so I'm not going to do that here in the live stream but I'm just going to demonstrate how you would set this up so normally what you would do in order to get everything into one group ID for Unreal Engine 5 and if you want to separate group group ID so like to say you have a ponytail and you want that in its own you're going to group it this way into its own group but um so you're going to take highlight and then I'm going to highlight this one so let's pretend this is all of them so the last one you select is the one you want everything else to be parented to so hit P so now everything is in here these empty so I'm just going to delete history on that just in case delete those I'm going to come here I'm going to go to our channelbox layer editor screen and just rename that to Spine Group zero come up here I would need um demo description so this should be the name of the main description and spline group is the name of your splines okay and if you you can name it like however you want basically but you you need to organize it this way in separate groups uh depending on how many groups you want but let's say this is how you would do it manually and then you would run it through the script like I'm going to show you but I'm going to show you also a better method cuz if you try to open up these you're going to spend 30 minutes maybe hours just going through this process again on the Discord uh if you join it in the link in the description there's a tool here I put called spline groom manager it's just a text file just straight up just raw text um and I'm going to show you what that looks like so this is it basically it's just a text file and edit copy we come here I'm just going to blank everything and copy paste it here and play it you get this nice little UI right so I'm just going to select everything here uh and I'm going to hit uh refresh so this is showing me all the children in these groups so basically all the spline groups that xgent sped out for us uh I'm just going to select this first one or we can select the one we already kind of set up so it's already set as spline group zero but I'm just going to demonstrate it Spine Group zero for the spline the group name and then description name would be like the top group uh we're going to call this um uh export demo so it was export down description before but I'm going to show you how this renaming works so rename and you can already see it worked right it's reflected here export demo one spline group zero and all these instructions for how to use this I tried to be as good as in description descriptive as possible it's right here right so with that done um I'm going to select this again the same one I just renamed I'm going to hit the second button reparent all splines to selected spline group so since we have all our groups selected already with all our splines already in it we're just going to hit this button it's still going to take maybe some seconds or even a minute but compared to how long it would take you normally which would be at minimum maybe half an hour to an hour this is much better and we're ready to go so I'm just going to exit this we don't need it anymore and again that is for free available on the Discord so that's of any interest or usefulness to you definitely consider joining that doesn't cost you anything so just to prove our point I'm going to hit shift H to un hiide it and yeah I think that shows it well enough it's so we're just going to hit contrl H because it's just heavy on my okay so now we're just going to be purely working with the script editor until we're ready to export now we're going to be running through all of these scripts here basically so I'm just going to do it from the website I have them also saved on the Discord as notepad files and I even have this one already corrected to work with Python 3 which you need to do for Maya Maya 2022 and up um so if you try to run this as is right now in my 2024 it's just going to give you an air so the one in my Discord is fixed but I'm going to show you how to fix it right now too if you only want to use this website so we're going to start actually I like to start with just this is the one to set up your guides so just looking through this code first real quick um so this is the name of the attribute we're applying this attribute to these curves attribute is named groom guide unreal looks for this attribute and basically it doesn't use those as strands it used those as the guides for your simulation so you want to apply this in most cases it's going to give you a much cleaner Sim than generating them randomly like basically every other tutorial tells you to do um and this is the name of the group it looks for XG group and so basically as long as you have a group and you stick all your curves you want to be guides under X3 groom it'll make those the guides so you don't need to be starting from core xgen you can start from interactive X gen you just need to convert whatever guides or Curves whatever to um curves and then you put them into a group called XG Grom or you can just rename this in the script and it should still work and then you're you're good to go it'll should be fine so we're going copy that paste this into our python tab like that we have XG groom right here right and then we're just going to hit the play button we'll know it worked if all of those guides under X groom get placed into one guide group called just guides see right there so now the next part right we need to do apply spline uh rot UVS and the group IDs to our groom so we'll start with the group IDs this one's pretty straightforward copy right copy so we're going to erase all of these basically this they're showing you how to set up multiple groups so if you organize your groups the way I showed you and like you want to have more than one you just do it the same way but you just separate it obviously and you go through them one at a time um and then you would enter the three separate groups here as it is so before this line would be the name of the top group so for us it's export demo one according to the outliner and then we already have spline group zero set as our spline group and then you would keep doing that for each of these um but we're just going to erasee those because we're only doing one uh there's definitely a lot of useful things you can do with separated groups so with separated groups you can apply different materials to separate groups you can apply different uh simulation properties to different groups so for instance you can have simulation turned off for a group and never turned on for another group so this is the type of stuff you want to do you don't want to just export a raw cache file um and it play and theoretically it should work yeah so if we didn't get any errors that means it basically worked so we're good there go all the way to the bottom and they have another script here so I want to run through this script first real quick so this is the it's going to create this groom root UV attribute that's the name of it so this is what unreal is looking for and it's going to apply the UVS from the UV set named map one so you need to make sure so let's say we're going to bake the UVS from our hair cam so like you have your UV set up H you need to this UVS that you want it to use needs to be or you can rename it in the script too but this is what it's looking for by default map one uh so if you if it's not if the UV set you want to use is not named map one you can just rename it so just name it map one because that's usually Maya's default but if like if you're working off some imported mesh and then you duplicated a hairc cap off that mesh you might not have that proper naming set up so hopefully that saved you some headache uh if you were to struggle with that in the future so I'm just going to copy this for now okay and then want to come here so we have this big script you can change the name of the UV set name if you want here uh you'll have to name it ch CH it here too so just name it to map one it would be easier honestly so the other weird thing the script does is it wants to export the groom for you but it only exports it with the um root UV attribute but we want our group IDs and our guides in the one same thing so we don't want the function we don't care about the function so this export directory just ignore it this hair file equals whatever it's basically telling asking what you want to name it ignore it only ones we care about are this which is we want to enter our description name again which is export demo one same as up here in the outliner and our spline group zero is the same as right here okay so our UV mesh so this is whatever we're baking the UVS from in this case it's growth cap original so just going to pop that in there so now in theory the script should be ready to go but we're going to hit a roadblock so right there so we're going to get the syntax error and this is simply because it's a slight formatting difference from python 2 to Python 3 and we just need to fix that so it's just looking for these parentheses here so we're just going to put parentheses around found curves and parentheses around curve shapes and that uh fixes the script and that's already fixed in the version on my Discord okay go here hit play okay that worked really fast good um it's going give you an error because we didn't create a path called D Dev reference whatever uh that's because I don't want it to export anyways and I don't care we just wanted the attributes which it does and the earlier step so we're good this is all we needed so now we're ready to export so after you apply your attributes I would personally recommend to save a brand new scene don't uh save over the one you're working on because once you apply your attributes you cannot reapply new attributes you would basically have to reimport your guides again your groom cache and start over we're going to export this basically we're going to export this we're going to export the guides and for this time we're going to un under modeling we're going to come up here to cash instead before we went to generate we're going to use cash this time we're go to Olympic cache export selection to Olympic we're going to hit this little box next to it I'm going to reset settings just so I can show you from scratch current frame again just like before and we need to make sure we add our attributes so if we go back xgen you're going to want to add the scripts so we'll need groom rout UV so copy that so I add that here add we're going to need groom group ID copy that here add we're going to go to our groom guide attribute to copy that paste and so now it'll if your curves have these attributes it'll export the curves with these attributes attached to them which is what we need for unreal so let's give this a shot uh export selection and let's go to export demo the same thing but I'm going to add ue5 to it ue5 so we know it's the ue5 version okay um we're back in unreal this works with obviously any SK skeleton mes it doesn't a skeletal mesh doesn't just need work with metahuman just to clarify that in case you wondering you're going to need these plugins turned on uh I think like I said if you're working with metahuman these will be turned on by default right so you need support compute skin cache uh it's going to be edit project s rendering optimization yada yada and then those twoo this is under hair rendering documentation okay let's try this again import u5 open cool so we have our valid status file attributes are valid and we have our root UVS which is super important for our conversion um the way because we're working in y AIS and Maya we have to do some conversion so that it comes in correctly um you have to mirror it in this uh first access and then uh which I believe is X and then you I do A90 on rotation on X and a 180 on the uh z um I believe that's Z soga 90 180 negative 1 one one for this you want to use your imported guides obviously if you don't do guides or you don't want to do guides you can just generate guides and then if you have a really dense hairstyle I would change this to like 01 you know you don't want a ton of guides for a Sim because it just makes it more expensive and you don't need it so but just import for us today uh you can see group zero so if you have more than one group like you set up more than group group like how I showed you um it'll have multiple you and you can set different attributes so you can have guides for one you can have generated guides for the other group it'll treat them as separate groups but they'll all be under one all right so if we import and we open this up open up our viewport and Save we have the hairstyle right so I'm going to show you how you would add it from scratch the meta humans already come with the hair component but if your character doesn't have that um just start from the head go to add here and just look up room that and you'll get all this stuff so our groom you can rename it too you can hit rename demo room right and then we're going to look for our demo asset uh and so you might be wondering now well that's not good it's not lined up right right cuz we actually modeled this on a different head um it's another metahuman head but it has the same topology so as long as whatever mesh you're working with has the same topology as the mesh you modeled your hair on you can do what's called you can refit it with a groom binding so you right click you get a bunch of options at the top here we want to do what's create binding and so um Zea was the uh head we were working on in Maya so that's going to be our source skeleton mesh down here here uh for this zero that's the section you're matching with so let me show you so if you're doing this matching thing with the groom bindings you're um you need to look at what section you're matching so here under lod0 you have sections and you can isolate so this is section zero so if we isolate and highlight it we can see that's the head uh section one would be the teeth section two would be who knows what uh section three that eyeball this eyeball so obviously we're not trying to match the eyeballs we're trying to match the head so it's section zero in this case import create binding scan storee that's our Target zaa is our source good there so you need your UVS that we so if you followed some of the other guys on YouTube this just wouldn't work because this would be false so this is Monumental here Monumental stuff we're doing create and you're going to pop up here and you can make changes and stuff if you want to and you can even like if you can duplicate this group binding and choose a different uh Target here and you can apply the groom to other heads too but I'm going to rename this two just to export demo binding come back here come back to our demo groom look this that we just made boom now we fit there we go so so I was going to show you how to do like a basic material like with from scratch but for this live stream preview and also I think this is probably what you should do is just to take the material from The Meta humans and use it for your characters unless you're doing something very specific but this can do like I feel like 90 plus 95% of everything you would want to do for just general hair so you have desaturation up top so you can desaturate it make it look a little more real or you desaturate it or keep it at zero and it'll look more saturated uh the color is based on this melanin parameter so melanin is the material in your hair in real life that makes your hair darker so if you have less melanin your your hair is usually lighter if you have more of it it's darker um so if we put zero it's white no melanin point1 2 3 4 five 6 oops 789 until one and it has some redness to it that's controlled by this hair redness as a separate slider so one would just give you black hair usually want a little bit of red in there a little bit of hint of it at least melon variation so if you eras that it'll create more per strand color variation wellon roughness variation so you get more variation in the roughness per strand um and you can mess with your specular too there there's basically two specular loes that you can mess with there's and they have a set up as Edge in front and then you can adjust the overall strength of those two here right uh these are just kind of how I had M set up you can also use hair dye so generally for hair dye you want less melon to start with so you think about the process of bleaching your hair so you start with like maybe you want a little bit just to have helps with the variation if unless you just want it super bright one color but turn on your hair dye and then you can start coloring it whatever you want and I'm not going to do it today but I'm also going to show you what you can do with the root UVS in terms of being able to use that to color different parts of the hair different color too but that is possible and I'm sure you can maybe look that up I think there's unreal documentation for it turn that off raise our melanin again so this is kind of cool you can add some salt and pepper type as a feel it works pretty well it's not perfect I don't think but it's not bad either so if you want to add some white hairs but here's the problem is the the distribution is too even um I feel like you want like patches of it right so we can use the root UV stuff to do something like that too I don't know maybe this will help actually I can't tell if it is so I guess you can add melanin variation range to the white hairs can even go all the way to one let do this at one interesting maybe a lower number yeah so you can do something interesting with that right um yeah so I think that covers the Shader stuff okay so one more thing to go over I'm just want to go over some of the basic stuff for like the hair physics yeah let's turn on our physics right so now you can see the hair is just flat just drapes down uh to fix this so you might want it to do this because then it'll kind of sway back and forth As you move the head um let me see you can see it'll kind of drap more which is kind of cool so it's going to depend what you're looking for but for our purposes I'm going so these first three parameters here are probably the most important I'm just going to turn on this preload if so if it's at to 0. five it kind of goes halfway 0.25 like a little less 08 more one is going to give you 100% your original shape um substeps so I think five's a little low for um this longer type of hair so I actually like crank it to like 40 and then iteration count I just double that to 10 uh just doing lots of testing that's kind of the minimum I would start with for a longer hairstyle like this um and then adjust as you need to you have your gravity settings here so you can leave this at default by now but if you want to be a little float more floaty you can lower that quite a bit um you can play with these air velocities to see your hair working in real time uh you can adjust this to make it stronger so we're getting that right so we're having an issue right now where it's clipping if we do that so let's turn that off so the way I would start by fixing this is to come to Collision radius it's set to 0.1 right now I actually sent this to like 3.5 something like that we'll try that and then we'll come and test this again 1,000 so that's definitely working a little better but we're still having an issue but it's better I see what am I doing there we go um try this one so see it's working better with this one it's wrapping up um you might be able to help it by adding uh I think by increasing the Strand size you can help too but that's the gist of it like that's the gist of everything you need to know there's also like one more thing I guess I can cover is this uh Bend constraint so stretch I'll just leave this at default because the stretch stiffness set to one basically means the hair is not really going to stretch and generally speaking unless you're like really pulling it apart it's not going to stretch so I wouldn't worry about that the Collision stuff again just the Collision radius would be what I would mess with to begin with so this bent constraint uh this Bend constraint might be one worth messing with so if you think about it um like we're already getting pretty nice results I think honestly right but in the B constraint you have this curve here and basically it's this represents the root this n represents a tip and so if you highlight this it says strand coordinate and bend scale so if you think of it this root to tip if you lower this number it'll reduce the stiffness towards the tip so I like to make that like0 one basically 1 0.1 that's just going to give us a little more fall off to that so that looks really nice I think right um and then if you want you can try lowering this Bend dampening but I think this is good um I you can break your groom and make it explode if you try to lower this too much so this helps keep it kind of stable um but if you want it to flow even more you can try messing with that too so yeah next again cards we're going to be placing cards here we'll go more over into how you can rebuild it to optimize in the future in the video I will also go over lods um I think that covers everything you would need to know to do this uh to set it up you have the archives where I slowly go through all the curves and then this live stream we covered everything else to the export to the setup please if this is helpful to you and you want me to keep doing this please consider subscribing please check the description consider donating through the patreon also join the Discord if you want access to some of the tools I showed and uh you can also share your art and progress and all that stuff there too and ask me questions um all right I think I'm going to end it here thank you I hope this was super helpful to you guys all right
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Channel: Andrew Giovannini - Realtime 3D Hair & Fur
Views: 4,066
Rating: undefined out of 5
Keywords: Unreal Engine 5, Unreal Engine, Hair, Groom, Game Ready, Maya, Xgen, Physics, Rigging, Cyberpunk, 2077, Rogue, Kerry, Takemura, Textures, Shader, Material, Groom Bindings, Character Art, Character Artist, 3D Model, 3D Modeling, 3D Hair, Game Hair, Splines, Guides, Simulation, V-Tuber, V Tuber Hair, Better Hair, Realistic Hair
Id: fw7ZSW4naR0
Channel Id: undefined
Length: 56min 30sec (3390 seconds)
Published: Mon Feb 12 2024
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