UE4 hair groom alembic set up notes
Make sure to turn on the Groom and Alembic Groom Importer plugin, Niagara
Project setting: Support Compute Skin Cache
Rotate 90 degrees on x
scale Y to -1
Attach your groom to your character by adding your groom component to your actor
Then Drag and drop your groom asset to your groom component
For adjusting the hair
You can open the groom asset
go to the strands tab
manipulate the parameters there
use stable rasterization for the short hairs, that you can see through the hair to reveal the skin
material for the hair
When creating material for your hair
utilize those attributes from your groom base color hair UV, seed, root UV, length... attributes
You can preview these attributes in the viewport of your groom asset
For materials set up
make sure the shading mode is hair
use of hair strands is turned on
access those attributes through the hair attribute node
another useful node is the hair color node
after done with setting up the material, it is time for binding the hair to your skin
right-clicking the groom asset, creating binding
Then just find your skeleton mesh to bind
r.HairStrands.MeshProjection.Sim.Deofrmed.Triangles = "1"
open your groom asset, go to its physics tab
Play with those settings
It simulates the guides with Niagara System
And don't forget to set up your collider in your physic asset first
r.HairStrands.Voxelization.Virtual.VoxelWorldSize = "0.23"
r.HairStrands.Voxelization.Virtual.VoxelPageCountPerDim = "12"
r.HairStrands.Voxelization.Virtual.VoxelPageResolution = "64"
r.HairStrands.Voxelization.Raymarching.SteppingScale.Shadow = "4"
r.HairStrands.DOFDepth = "0"
r.HairStrands.DeepShadow.SuperSampling = "1"
Authoring in your DCC
Generate in UE4
use the plus icon on the right
for cards, you can try
procedural method (it is experimental)