Features
Hair
Fibre shading, strand grooms, TressFX strand simulation with body collision.
- Fibre shading (BaseMaterial3D Hair section,
rendering/pathtracing/hair): Chiang hair model under path tracing, melanin colour, on shells, cards and strands; mask for single-material characters. - Strand grooms (
HairGroom,HairMesh): grown on a scalp mesh or loaded from a HAIR file. - Moving strand hair (
PhysXHair3D): AMD TressFX’s simulation on GPU compute, guide and follow strands, velocity shock propagation, wind with gusts and turbulence, collision spheres. - Raster strands (TressFX coverage): blended and sorted far to near on the GPU each frame; smooth without TAA or MSAA, and the hair shadows itself.
- Raster hair shading (
PhysXHair3D.hair_shading): Marschner model as Unreal evaluates it, with multiple scattering and light through the strands in shadow maps, so backlit hair glows. - Distance LOD (
PhysXHair3D:lod_enabled,lod_start_distance,lod_end_distance,lod_strand_ratio): far away, fewer and wider strands with the same look; simulation and path tracing keep every strand. - Body collision (
PhysXHair3D:collision_body,collision_cell_size): strands collide with a body mesh, skinned or not, through a distance field built on the GPU every frame. - Hair volume (
volume_enabled,volume_friction,volume_stiffness): strands push and drag on each other through a density grid, so hair keeps its volume. - Deep opacity shadows (
PhysXHair3D.deep_shadows, on withhair_shading): raster strands shadow themselves in depth, calibrated against the path tracer. - Motion vectors for strands: TAA, FSR 2 and DLSS follow moving hair instead of smearing it; shaders get
PREVIOUS_FRAMEandrender_mode alpha_motion_vectors. - Custom hair shaders:
HAIR,HAIR_ABSORPTION,HAIR_ROUGHNESSoutputs;hair_strandsandhair_cardsrender modes;IN_PATH_TRACERbuilt-in.
Images#

Fibre shading: fibre highlights and a bright rim against the sun.

Strand hair: per-fibre colour and a backlit rim.

Moving strand hair: the groom streams and flutters in gusting wind.

Raster strands: sorted and blended with no AA; each strand is drawn at its real width, so the groom stays sharp.

Raster hair shading: backlit, the strands glow warm.

Distance LOD: fewer, wider strands far away, with the same look.

Body collision: with spheres only the hair sinks into the shoulders; with the shoulders as the body it drapes over them, also when skinned and tilted.

Hair volume: with it on, the hair stays full instead of collapsing into a flat sheet.

Motion vectors: before, only part of the hair reports its motion; after, every strand does.

Deep opacity shadows: raster darkens the hair with depth like the path tracer; path tracing shows more fuzz at the edges.