Unreal Engine 4 - Groom Wind Tutorial - UE4.26 Hair and Wind

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  • เผยแพร่เมื่อ 1 ต.ค. 2024

ความคิดเห็น • 92

  • @Lusiogenic
    @Lusiogenic 3 ปีที่แล้ว +29

    The mannequin has never looked this attractive. :)

    • @MODEST500
      @MODEST500 3 ปีที่แล้ว

      🤣🤣🤣🤣

    • @alalmalal
      @alalmalal 2 ปีที่แล้ว

      Fabio

  • @frellinghazmot4443
    @frellinghazmot4443 ปีที่แล้ว +3

    I'm using 5.1 and the eye icons are missing from the curve tab in the WindGroomSpringSystem. At the 8:30 minute mark after I apply all the settings the custom wind system doesn't preview when I compile and save. What am I doing wrong?

  • @Djonsing
    @Djonsing หลายเดือนก่อน +1

    *On UE5.4 when I change the parameters, it starts to react to changes only after a complete project reboot*

  • @Nikita-ko1sy
    @Nikita-ko1sy 2 หลายเดือนก่อน +2

    thank you! I just tested it in UE5.4 with a metahuman and its default hair and it works as intended

  • @ericdrob
    @ericdrob ปีที่แล้ว

    If you're following along and it makes your character bald, keep going and it will fix

  • @TheIcemanModdeler
    @TheIcemanModdeler 3 ปีที่แล้ว +3

    Added wind to my character's hair, works great, thanks.

  • @artist__nirmal8023
    @artist__nirmal8023 24 วันที่ผ่านมา

    its not working in unreal engine 5.4

  • @UnderfundedScientist
    @UnderfundedScientist 3 ปีที่แล้ว +1

    Keep up the great work
    If your willing I've got an 80 second clip of the game I'm developing that I would truly appreciate any feedback on

  • @pseudopod77
    @pseudopod77 25 วันที่ผ่านมา

    so great thank you

  • @deedyago
    @deedyago 5 หลายเดือนก่อน

    is there some changes to the wind simulation in unreal?? it just feels wrooong to manualy setup wind pattern...

    • @MarvelMaster
      @MarvelMaster  5 หลายเดือนก่อน +1

      wind did not have influence on hair... not sure if with new updates it would work

  • @michael_mc_donald
    @michael_mc_donald 2 ปีที่แล้ว +2

    Incredibly useful, thank you!

  • @signofra125
    @signofra125 4 หลายเดือนก่อน

    thank you my hero

  • @plo173
    @plo173 3 ปีที่แล้ว +1

    Intro* Me, oh my goodness Pantene hair! Gorgeous

  • @JanSeliv1
    @JanSeliv1 3 ปีที่แล้ว +3

    It's amazing!

  • @Djonsing
    @Djonsing ปีที่แล้ว +1

    1000 likes!

  • @SK-hj1xh
    @SK-hj1xh 3 ปีที่แล้ว +1

    Hi. I use this wind effect in my cinematic sequenser and render out using movie render Queue with antialiasing setting 64 and my hair groom assets with this physics are twitching. If 32 sample it twitches twice slowly. but if I apply only 1 sample it works well. How can I fixing setup my hair physics for cinematic

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      Didnt even know there was antialiasing^^

  • @JonCG
    @JonCG ปีที่แล้ว

    did you guys try on 5.1 or 5.2?

  • @JIN-TECH
    @JIN-TECH 3 ปีที่แล้ว +2

    Thanks man!

  • @darianagreen9082
    @darianagreen9082 3 ปีที่แล้ว +1

    This tutorial saved my life!! This is soo well explained and working just fine!!! BIG THANK YOU!!! I need realistic hair for cinematics and it really changes the scene, so real! I was wondering, if I add wind to the scene, so then I can change strength of the wind directly in the details tab, right? Or its better to do it through the groom asset blueprint?
    I also have problem with collisions on the back, no problem with face and arms, but from the back the long hair penetrates the character back as it walks, even with very mild wind. Could you please explain what can be done and how to make custom collisions for the groom! Please, help!

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      Nice to hear that. If we got access to a wind actors values and the grooms emitter via blueprint it would be much easier but afaik its not implemented, maybe will someday.
      Collision is often a problem and i am not sure if it is implemented properly. You can edit the collision in the physicsasset of your character. And research has shown that sometimes collision works better when you start your scene in tpose, means any animation or animbp disabled/disconnected. And then manually activated/assigned after begin

  • @phloxie
    @phloxie 2 ปีที่แล้ว +1

    Thank you for that tutorial!

  • @vrai_
    @vrai_ 2 ปีที่แล้ว

    how to replace groom physic simulation with wind only?

  • @fromfareast3070
    @fromfareast3070 3 ปีที่แล้ว +1

    I have a question. How to fix the hair/fur UV in the UE4? I have fur of animal imported but the UV is all messed up.

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว +3

      AFAIK only root uv works for coloring the hair... Blender does not support to export these... The official documentation describes how to do it with custom code in Maya.

    • @xbandpixels
      @xbandpixels 3 ปีที่แล้ว +1

      If you using tools other than maya .. this root uv won't work . For non root uv support The uv maps are projected spherically by default in ue4.. I tried xgen too it didn't work well although texture fitted properly I had trouble with fur being very less in number.. . so splitting the groom into parts and repainting them spherical projection while checking in ue4 .. it's tedious process but gets the job done until ue4 gets updated.

  • @mechwolf9078
    @mechwolf9078 2 ปีที่แล้ว

    Thanks for video. Tell me please, is it possible to extend the time line more than 5?

  • @kulverse.
    @kulverse. 10 หลายเดือนก่อน

    Really helpful , thanks a lot

  • @СергейВолодин-л1л
    @СергейВолодин-л1л 2 ปีที่แล้ว

    I can’t download your file. It’s showing like “download ~60 mb?”
    I press ok and then it downloading only few bites
    Can you upload one more time pls?

    • @MarvelMaster
      @MarvelMaster  2 ปีที่แล้ว

      have you tried another browser or vpn?

  • @ddskec772
    @ddskec772 3 ปีที่แล้ว +1

    Open this project and Fatal error

    .The project cannot be started.
    [File:Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp][Line: 198]
    Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
    No problem for other projects.
    I think it's probably because the performance of the graphic board is low.
    My environment is Win10 i9(9900K) GeForce GT 710

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว +1

      But you did extract it before right?

    • @ddskec772
      @ddskec772 3 ปีที่แล้ว +1

      @@MarvelMaster What to extract?

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      @@ddskec772 the zip file... But could indeed be the gpu

    • @ddskec772
      @ddskec772 3 ปีที่แล้ว

      @@MarvelMaster
      Yes. I downloaded the HairWindTutorial project file from the summary section of this video

    • @ddskec772
      @ddskec772 3 ปีที่แล้ว +1

      @@MarvelMaster
      I changed the graphics board from GT 710 to RTX 2060 and it worked fine

  • @kakochka1
    @kakochka1 2 ปีที่แล้ว

    Great tutorial! I have a question though. If I need a non-loopable burst of wind, how should I approach it? I created a WindPhysics as you've shown with a LoopedAge emitter for the base Z-wind animation. But at a certain time in animation, I want a burst of an X-wind. My initial thought was to create a dupe of the first WindPhysics node (with proper renaming), add it on top of a simple wind, and animate it. But then, if added on top of each other one that is higher in stack is stop working. And I'm not sure what emitter should I choose. Any tip would be appreciated!) Thanks!

    • @MarvelMaster
      @MarvelMaster  2 ปีที่แล้ว

      not sure if you can drive niagara with blueprint already if so you could activatw it on demand probably

  • @7_of_1
    @7_of_1 3 ปีที่แล้ว

    Thanks, just watched it and am going to try it out. Am using 4.27 now, are they any changes to know about before I start? Also, are any parameters exposed for cinematics as I’m not doing games but just cinematic. Thanks.

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      Haven't checked since the video.

  • @andrecaetano329
    @andrecaetano329 3 ปีที่แล้ว

    Hello. do you know how you can control the vector variable through blueprint? I can't access the custom solver on the blueprint. if i was using a niagara system at the level it would be no problem. thanks in advance

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      Not implemented unfortunately

  • @davinsaputra3341
    @davinsaputra3341 3 ปีที่แล้ว

    do you know how to fix twitching physics when rendering using movie render queue? I did everything you said but it still twitches

  • @AleRender
    @AleRender 2 ปีที่แล้ว

    thanks for the tutorial. In Unreal 5 I do not see the tab to choose Curves in win groom physysc ...

    • @MarvelMaster
      @MarvelMaster  2 ปีที่แล้ว

      Not sure if groom is supported In ue5

    • @AleRender
      @AleRender 2 ปีที่แล้ว

      @@MarvelMaster Yes. I just migrated those 2 groom settings that you create to the UE5 and it works perfectly on the same model

    • @MarvelMaster
      @MarvelMaster  2 ปีที่แล้ว

      @@AleRender cool

  • @unrealana326
    @unrealana326 2 ปีที่แล้ว

    Hello my friend
    How can I upload more Hair for characters

  • @viridian_calx
    @viridian_calx 10 หลายเดือนก่อน

    thank you

  • @jbach
    @jbach ปีที่แล้ว

    This is fantastic! Is there any way to achieve more random variation per hair strand?

    • @MarvelMaster
      @MarvelMaster  ปีที่แล้ว

      maybe make multiple grooms on head

  • @jonathanxdoe
    @jonathanxdoe 3 ปีที่แล้ว +1

    Unreal master race?

  • @Insectula
    @Insectula 3 ปีที่แล้ว

    Nice.

  • @wahyusopian9383
    @wahyusopian9383 3 ปีที่แล้ว

    this groom good for game?i mean in game may have more than 1 human character

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      Hm, if you tweak and create the groom with performance in mind and take care of not having to many groom assets on screen at the same time i think its possible

  • @HuanLeVuong
    @HuanLeVuong 3 ปีที่แล้ว

    You're the best!

  • @gulagwarlord
    @gulagwarlord 3 ปีที่แล้ว

    Works great, thanks! You can use Random Range Vector in the Niagara system if you don't want to draw the curve.

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      Not sure if random vector is too jittery

  • @gensoustudio6270
    @gensoustudio6270 3 ปีที่แล้ว

    how much does this hair affect performance?

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว +1

      Depends on how much hair you use but it's quite heavy I think

  • @SpyFr
    @SpyFr 3 ปีที่แล้ว

    La tronche 😅

  • @_Anton_Semenov_
    @_Anton_Semenov_ 2 ปีที่แล้ว

    Is there any way to change direction interactively? I don't see any available "cast" functions in niagara assets to set vector value.

    • @MarvelMaster
      @MarvelMaster  2 ปีที่แล้ว

      Unfortunately there are no exposed functions for this :(

    • @_Anton_Semenov_
      @_Anton_Semenov_ 2 ปีที่แล้ว

      @@MarvelMaster So sad.

    • @MarvelMaster
      @MarvelMaster  2 ปีที่แล้ว

      @@_Anton_Semenov_ somebody should setup a feature request

  • @SurferXGhost1293
    @SurferXGhost1293 2 ปีที่แล้ว

    What about gravity? How can I make it so that if the character turns his head looking down, his hair falls forward as it should?

    • @MarvelMaster
      @MarvelMaster  2 ปีที่แล้ว

      enable physics?

    • @SurferXGhost1293
      @SurferXGhost1293 2 ปีที่แล้ว

      @@MarvelMaster Yes but it only has a wiggle movement. I need it to have gravity, like the metahuman's hair

    • @SurferXGhost1293
      @SurferXGhost1293 2 ปีที่แล้ว

      @@MarvelMaster Something like this video
      th-cam.com/video/IN86cGd65ZA/w-d-xo.html

    • @MarvelMaster
      @MarvelMaster  2 ปีที่แล้ว

      @@SurferXGhost1293 all groom has gravity usualy or does your hair float?

    • @SurferXGhost1293
      @SurferXGhost1293 2 ปีที่แล้ว

      @@MarvelMaster No float but just have a wiggle.
      If the character turns his head looking down, the hair does not fall as it should. I need it to work just like the video in the link that I shared

  • @brianstark1906
    @brianstark1906 3 ปีที่แล้ว

    How do you change the direction of the wind?

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว +1

      The curve editor has 3 curves, x y z for each direction

    • @brianstark1906
      @brianstark1906 3 ปีที่แล้ว

      @@MarvelMaster oh, duh. Thank you!

  • @traveldiary4540
    @traveldiary4540 3 ปีที่แล้ว

    can it be done in 4.25.4?

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      I think so but the attachment workflow might be different

  • @SK-hj1xh
    @SK-hj1xh 3 ปีที่แล้ว

    Hi. How about created more detailed collisions for groom systems?

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      Hm Inknow what you mean and I also did some experimenting with this a while ago and figured some neat things out. But anyways even is the collision was very solid... It broke on fast movements.

    • @Jmdee
      @Jmdee 3 ปีที่แล้ว

      @@MarvelMaster Great video..thanks. Have you got any tips to share to solve the collisions? I'm using UE for cinemography and the strands passing through meshes are a real problem. I've been messing about for hours and can't figure it out...any advice would be great. Thanks.

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      @@Jmdee only tip i can give is start in tpose without any animation(bp) and activate animations/animation bp after groom has been initialized... Also look at the strand settings and try increase tip colllision size

    • @Jmdee
      @Jmdee 3 ปีที่แล้ว

      @@MarvelMaster Thank you...I'll revisit strand tip collision size. Glad I'm not missing something obvious!

    • @MarvelMaster
      @MarvelMaster  3 ปีที่แล้ว

      @@Jmdee also hide groom at start and unhide after animbp or animation is initialized seems to produce better results

  • @Danny2k34
    @Danny2k34 3 ปีที่แล้ว +1

    I thought this was Trump's hair from the thumbnail lmaoo