Break HairGroupDesc

Break HairGroupDesc

Windows
MacOS
Linux

Adds a node that breaks a 'HairGroupDesc' into its member fields

Break HairGroupDesc
Hair Group Desc
Hair Count
0
Guide Count
0
Hair Length
0.0
Hair Width
0.0
Hair Root Scale
0.0
Hair Tip Scale
0.0
Hair Clip Length
0.0
Hair Shadow Density
0.0
Hair Raytracing Radius Scale
0.0
Lod Average Vertex Per Pixel
0.0
Lod Bias
0.0
Use Stable Rasterization
Scatter Scene Lighting

Inputs

Hair Group Desc
Hair Group Desc Structure (by ref)

Outputs

Hair Count
Integer

Number of hairs within this hair group.

Guide Count
Integer

Number of simulation guides within this hair group.

Hair Length
Float

Length of the longest hair strands

Hair Width
Float

Hair width (in centimeters)

Hair Root Scale
Float

Scale the hair width at the root

Hair Tip Scale
Float

Scale the hair with at the tip

Hair Clip Length
Float

Normalized hair clip length, i.e. at which length hair will be clipped. 1 means no clipping. 0 means hairs are fully clipped

Hair Shadow Density
Float

Override the hair shadow density factor (unit less).

Hair Raytracing Radius Scale
Float

Scale the hair geometry radius for ray tracing effects (e.g. shadow)

Lod Average Vertex Per Pixel
Float

The targeted budget of hair vertex per pixel. Cluster strands will be decimated based on that. Used when r.HairStrands.Cluster.Culling = 1.

Lod Bias
Float

Bias the selected LOD. A value >0 will progressively select lower detailed lods. Used when r.HairStrands.Cluster.Culling = 1.

Use Stable Rasterization
Boolean

Insure the hair does not alias. When enable, group of hairs might appear thicker. Isolated hair should remain thin.

Scatter Scene Lighting
Boolean

Light hair with the scene color. This is used for vellus/short hair to bring light from the surrounding surface, like skin.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback