Unreal Engine 5: Bind Hair to Cloth Simulations (Project file available)

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  • เผยแพร่เมื่อ 19 มิ.ย. 2024
  • Project file now available on my Gumroad:
    hohloh.gumroad.com/l/hfurcloth
    Feel free to buy me a coffee and support the channel that way:
    www.buymeacoffee.com/hhhchannelq
    In this short tutorial, we're taking a look at how to bind a groom asset in Unreal Engine to a simulated cloth. I haven't seen this being documented yet, so the video might help some people out.
    ---------------
    Other helpful content:
    How to Make Procedural Fur in Blender 3.5
    • How to Make Procedural...
    Export Hair Groom from Blender 3.3 to Unreal Engine 5.1 with Send to Unreal 2.2.0 plugin
    • Export Hair Groom from...
    Blender Geometry Node Hair to Unreal Engine 5.2 guide
    • Blender Geometry Node ...
    ---------------
    Timestamps:
    00:00 - Intro
    00:15 - Software Overview
    00:32 - Unreal Plugins and Settings Overview
    01:03 - Starting in Unreal
    01:17 - Skeletal Mesh Cloth Setup
    02:24 - Groom Asset Preparations
    03:28 - Blueprint Creation
    04:27 - Previewing the Simulation in Level
    05:02 - Outro and Thoughts
  • ภาพยนตร์และแอนิเมชัน

ความคิดเห็น • 71

  • @chhhannel
    @chhhannel  4 หลายเดือนก่อน +2

    UPDATE
    The project file is now available on my Gumroad: hohloh.gumroad.com/l/hfurcloth
    If you like this type of content, I would super appreciate it if you supported the channel. h

  • @felixgeen6543
    @felixgeen6543 ปีที่แล้ว +30

    Relaxing and soothing tutorial. I feel safe.

    • @makkkkkkkkk
      @makkkkkkkkk ปีที่แล้ว +1

      ASMR CHANNEL plzz

  • @vinzentbritz
    @vinzentbritz ปีที่แล้ว +8

    Top notch. Perfect explanation and pace. Voice also on point.

  • @ihearfire
    @ihearfire ปีที่แล้ว +7

    This tutorial was needed!!

  • @TheAF01
    @TheAF01 ปีที่แล้ว +3

    Awesome! may this be the first of many tutorials that you post! Subbed :)

  • @stolenbikeforsale6270
    @stolenbikeforsale6270 ปีที่แล้ว +5

    Exactly what i needed.

  • @joegideon8461
    @joegideon8461 11 หลายเดือนก่อน

    This is fantastic information! Thank you.

  • @auto_Silencer
    @auto_Silencer ปีที่แล้ว +2

    More please. I liked the gaps you are filling.

  • @cj5787
    @cj5787 ปีที่แล้ว +1

    amazing mate!, keep uploading great tutorials. appreciate you going to the point, the regular youtuber would take 90min to explain the same.

  • @Bagira33
    @Bagira33 11 หลายเดือนก่อน +1

    Absolute Bro guide!

  • @aeroljohn3331
    @aeroljohn3331 ปีที่แล้ว +1

    well done, very helpful!

  • @chhhannel
    @chhhannel  ปีที่แล้ว +13

    Thank you all for the nice feedback, really didn't expect so many people to find this useful! If you have any suggestions for future videos, feel free to comment or reply to this comment. h

    • @vmladin
      @vmladin 11 หลายเดือนก่อน

      Really good info and pace! Thanks mate!

    • @user-mj9iw8nq1p
      @user-mj9iw8nq1p 11 หลายเดือนก่อน

      Expect to see a full version of the tutorial。

    • @ninomancuso7021
      @ninomancuso7021 7 หลายเดือนก่อน

      This looks fantastic! I'm actually trying to solve this problem except with a uDraper asset. Are you familiar with uDraper at all? I thought it would be a solution to getting a fur cape on a metahuman, but have run into issues connecting it.

    • @chhhannel
      @chhhannel  5 หลายเดือนก่อน

      @@ninomancuso7021 I've actually looked into uDraper to achieve the interaction shown here, but decided against it as I thought the workflow was a bit too non standard and didn't fit m particular project. Think your best bet would be checking the uDraper docs and Discord if they have one.

    • @ninomancuso7021
      @ninomancuso7021 5 หลายเดือนก่อน +1

      @@chhhannelthank you, yes I don’t think UDraper will work with grooms at the moment, but it has given me some excellent cloth sims and just released a cinematic beta for non real-time requirements.

  • @JoelAustinMack
    @JoelAustinMack ปีที่แล้ว

    Awesome thank you for making this tutorial

  • @patrikbaboumian
    @patrikbaboumian ปีที่แล้ว +1

    Thanks for this!

  • @CinematographyDatabase
    @CinematographyDatabase ปีที่แล้ว +3

    Fur cape good

    • @chhhannel
      @chhhannel  ปีที่แล้ว

      Frfr! Would be amazing to see this with some mocap

  • @The9PointStar
    @The9PointStar ปีที่แล้ว

    Awesome! I Will try it later, thanks!

  • @PascalWiemers
    @PascalWiemers ปีที่แล้ว +4

    🔥Very very epic 🔥

  • @SanjeevKumar-be4dd
    @SanjeevKumar-be4dd 6 หลายเดือนก่อน

    best tutorial ever😍😘

  • @JoshuaEiffel
    @JoshuaEiffel ปีที่แล้ว +4

    Algo boost +1

  • @meletispix
    @meletispix ปีที่แล้ว +5

    Great tutorial! It would be awesome if you did a long form version of the entire process from start to finish, blender, all the way to having this on a character that is cinematic ready. Might have to be an hour long though 😂🤞🏼👍🏼

    • @chhhannel
      @chhhannel  ปีที่แล้ว +5

      Thanks for the suggestion! Might actually create a course in the future. In the meantime, I can recommend Realtime GraphX's course for metahumans in UE5: www.artstation.com/marketplace/p/AaX5e/create-next-gen-aaa-characters-for-unreal-engine

    • @meletispix
      @meletispix ปีที่แล้ว +1

      @@chhhannel thanks! I’ll check it out. 😎💪🏼

  • @lei.1.6
    @lei.1.6 ปีที่แล้ว +5

    chadded and naroupilled

  • @JayZarkoosh
    @JayZarkoosh ปีที่แล้ว

    more of this please

  • @reeanimationgaming1034
    @reeanimationgaming1034 8 หลายเดือนก่อน

    Fantastic.. Instant subscribe!!!
    Can you make a video on how to get collision to work with cloth? I just can't get it to work 🙏

  • @Candlestickstudio
    @Candlestickstudio 8 หลายเดือนก่อน

    Would it help converting your mesh or fur object to nanite?

  • @charithroshana9396
    @charithroshana9396 9 หลายเดือนก่อน

    Supab ❤ this

  • @LightWorkerBass
    @LightWorkerBass 10 หลายเดือนก่อน +2

    hmm. Would you be able to apply this to an alembic cache file exported out of Marvelous Designer into Unreal? I have a coat that I simulated in Marvelous. There has to be a way to apply this groom workflow to the alembic cache within unreal right? I will keep digging but maybe you can point me into a better direction? thanks for tut.

    • @chhhannel
      @chhhannel  10 หลายเดือนก่อน +1

      Check out this forum post: forums.unrealengine.com/t/how-to-bind-groom-to-an-alembic-animation/158211

    • @fallohide7418
      @fallohide7418 6 หลายเดือนก่อน

      hero ❤@@chhhannel

  • @lucianodaluz5414
    @lucianodaluz5414 ปีที่แล้ว +1

    Great. I wish you did it 3 months ago when I have to learn it from try and error :)

    • @chhhannel
      @chhhannel  ปีที่แล้ว

      Actually figured it out a bit randomly as well after reading some Skin Cache docs. :)

    • @lucianodaluz5414
      @lucianodaluz5414 ปีที่แล้ว

      @@chhhannel Since you have this project still, do you know if the hair reacts to the wind or just physics?

    • @chhhannel
      @chhhannel  ปีที่แล้ว +1

      ​@@lucianodaluz5414 It doesn't react to the Wind in the level. Though in Niagara there are ways to add forces that act like wind in the solver.

  • @isancreates1258
    @isancreates1258 หลายเดือนก่อน

    How did u aply the wind effect in to the sequencer? Thanks !

    • @chhhannel
      @chhhannel  หลายเดือนก่อน

      In the video, the wind is applied by placing a "WindDirectionalSource" object in the Level. Though you could animate the effect in the sequencer by dragging and dropping the object into the timeline.

  • @ninomancuso7021
    @ninomancuso7021 7 หลายเดือนก่อน

    So I got this working on a Metahuman character, but I am having an issue with the hair disappearing and reappearing randomly though when I get close to it in the editor and the same in movie render queue. Also what's strange, the hair will stay if I approach from the Character's back left side. ???? Every other angle it will disappear when I get closer than 400 cm
    Have you tried this setup in a Metahuman BP yet?

  • @marverickmercer1968
    @marverickmercer1968 ปีที่แล้ว

    Who are you and how does one random unknown TH-cam channel possess such wizardry ?

    • @chhhannel
      @chhhannel  11 หลายเดือนก่อน +3

      Thanks for the kind words! Been working with Unreal and 3D DCCs for the better part of 6 years now. Planning to share some useful workflows as I discover them in my daily work. :)

  • @BrunoCailloux
    @BrunoCailloux ปีที่แล้ว +2

    thx for the tut dude! :) But I got a issue. When i export with sendtoUe the fur created with the tuturial of blender fundation. (link in your description) . I get just a bunch of curves in Unreal and not the beautiful fur that we created in blender. I spend my day to search but I just understand that I must not add a interpolate hair curves modifier and add curves manually...
    So could you describe your process to get this nice groom from Blender plz :)
    I'm completely exhausted to search the issue. thx u :)

    • @chhhannel
      @chhhannel  ปีที่แล้ว +2

      I'm not a Blender pro by any means but it sounds like you did not apply the modifiers in Blender before exporting with SendToUe. If you apply them, all your hair deformation and strands (not just the guides) will be imported.

    • @BrunoCailloux
      @BrunoCailloux ปีที่แล้ว

      @@chhhannel That's working !! thx you so much! I'm a newbie and nowhere on the web it's say to apply XD I get a better groom for sure but i's not exactly what I have in blender viewport. have you this issue too or it's fine ? :)

    • @chhhannel
      @chhhannel  ปีที่แล้ว +1

      ​@@BrunoCailloux Was always fine for me when I tested it! Just make sure to apply all modifiers before exporting and pay attention to the correct order of modifiers (e.g. "Surface Deform" should always be at the bottom)

    • @BrunoCailloux
      @BrunoCailloux ปีที่แล้ว

      @@chhhannel thx for your quick answer. I do all of this. :) It's look great but not exactly the same. Maybe the conversion with alembic ^^

    • @lukarisisgaming
      @lukarisisgaming ปีที่แล้ว +1

      @@BrunoCailloux its also with Cinema 4D .. its different between normal and splines

  • @tyrheo738
    @tyrheo738 8 หลายเดือนก่อน

    how do you export pipeline (send to unreal) groom with skeletal mesh from blender ? Create rig ?

    • @chhhannel
      @chhhannel  8 หลายเดือนก่อน

      Yeah you can export all kinds of meshes with Send To UE. Binding grooms to (non cloth) skeletal meshes is actually the 'expected' workflow in Unreal. Just make sure to create a binding asset for your rigged skeletal mesh and you should be good to go.

  • @top1hit
    @top1hit ปีที่แล้ว

    Is it optimized for games or only for the cinematics?

    • @chhhannel
      @chhhannel  ปีที่แล้ว +2

      Check out my thoughts from 5:02 - I would say if you know what you're doing regarding strand counts and vertex count of the simulation mesh, you can make it work in games. It's still not the cheapest tech to use of course.

  • @eleonoracurioni1902
    @eleonoracurioni1902 6 หลายเดือนก่อน

    Hello there, the tutorail is perfect! Just one question: once I try to create the binding in between the groom and the cloth, the console give me an error:
    LogHairStrands: Error: [Groom] Binding asset could not be built. The target skeletal mesh could be missing UVs.
    LogHairStrands: Error: [Groom] Binding asset could not be built. Some guide roots are not close enough to the target mesh to be projected onto it.
    LogHairStrands: Error: [Groom] The binding asset (RugBrown_Tessuto22UE_Binding) couldn't be built. This binding asset won't be used.
    Any suggestions?

    • @chhhannel
      @chhhannel  6 หลายเดือนก่อน

      Hi, it's probably what the error logs say: You need to UV unwrap your target mesh (the one that has your hair/groom) before importing it or use the UV Editor inside Unreal.

  • @quackcharge
    @quackcharge ปีที่แล้ว +6

    what software is this?? pls respond

    • @user-vg5lx1ch2w
      @user-vg5lx1ch2w 4 หลายเดือนก่อน

      Ue5

    • @FPChris
      @FPChris 2 หลายเดือนก่อน

      Unreal 5.

  • @ArthurBaum
    @ArthurBaum ปีที่แล้ว

    You said that cloth sims don't work with temporal subsamples. Have you tried dialing in a motion blur of 1 inside the post process volume?

    • @chhhannel
      @chhhannel  ปีที่แล้ว +1

      Will check this out - might be a work around.

    • @ArthurBaum
      @ArthurBaum ปีที่แล้ว

      @@chhhannel curious about what you'll find out.

    • @chhhannel
      @chhhannel  ปีที่แล้ว

      ​@@ArthurBaum Just had a chance to try it out quickly - setting Motion Blur to 1 inside a Post Process Volume works when rendering with Spatial samples otherwise. My first guess would be that it just doesn't accumulate Temporal samples like overriding AA does. (The root cause of the whole issue seems to be that sample accumulation isn't in sync with simulation sub steps.)

    • @ArthurBaum
      @ArthurBaum ปีที่แล้ว

      @@chhhannel Oh interesting. So you've tried using TSS with Motion Blur set to 1 ? 'cause in some scenes I successfully managed to render cloth and groom with proper motion blur.

    • @chhhannel
      @chhhannel  ปีที่แล้ว +1

      ​@@ArthurBaum No Temporal Samples, Spatial Samples + Motion Blur :) When researching the topic a bit I also found it worked in some cases for some people, though not reliably/reproducibly. I believe Epic have acknowledged the limitation on their roadmap before. Not the exact link but somewhere here: portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/85-unreal-engine-5-2

  • @_Thri
    @_Thri 7 หลายเดือนก่อน

    “We need to go deeper” 😅