Fur Materials - Complex
This master material utilizes Unreal 4.11's Hair Shading model, which requires dynamic lighting & shadows in order to visually look correct. Best For projects with:
- Dynamic Lighting & Shadows
- Flexible performance requirements
- Modern hardware
Undercoat Color
- b Color Map UND
- Enable Control of Undercoat color via a texture
- If disabled, pure color controls will be utilized
- b Gradient Map UND
- Enable override of color for Undercoat via a Gradient Map
- Color Map UND
- Undercoat texture to apply to strands
- Color Map UV Scale UND
- Amount of UV Scaling to apply to Undercoat color map
- Default: 1
- Min: 0.1
- Max: 24
- Hue Variation UND
- Amount of Hue Variation to apply per-strand
- Value Variation UND
- Amount of Value variation to apply per-strand
Undercoat Volume
- b Density Map UND
- control Undercoat density via a texture.
- b Heightmap UND
- Enable the use of a heightmap to augment the length of the strands
- b Opaque Base
- Enable the lowest undercoat layer to be opaque
- This would prevent "skin" from being visible beneath fur layers
- Density Map UND
- This texture controls the density of the Undercoat strands
- Black = No strands
- White = Maximum strands
- Density Map UV Scale UND
- Amount of UV Scaling to apply to Undercoat density map
- Default: 1
- Min: 0.1
- Max: 24
- HMP Depth
- "Depth" of heightmap
- Lower values = more depth
- Default: 1
- Min: 0
- Max: 1
- HMP Map
- Heightmap texture augments length of Undercoat fur strands
- HMP UV Scale
- Amount of UV Scaling to apply to heightmap
- Larger value = more tiling
- Default: 1
- Min: 0.1
- Max: 24
- Strand Length Max UND
- Maximum range of Undercoat Strand Length (Default: 0.75 - Min: 0 - Max: 1)
- Strand Length Min UND
- Minimum range of Undercoat Strand Length (Default: 1 - Min: 0 - Max: 1)
- Strand UV Scale UND
- Amount of UV Scaling to apply to Strand Map
- Larger value = Smaller strands
- Default: 12
- Min: 1
- Max: 24
Undercoat Lighting
- b Dither Animated
- Enable animated dithering effect. Can help edges appear softer and semi-translucent
- Dither Amount
- Amount of Animated Dither to blend into alpha.
- Default: 0.25
- Min: 0
- Max: 1
- Gradient Map Scatter
- Gradient texture that gets sampled for random per-strand scattering.
- Roughness UND
- Roughness value for Undercoat strands.
- Smaller value = smoother/shinier look.
- Default: 0.4
- Min: 0.1
- Max: 0.9
- Specular Breakup UND
- Used to "break up" specular reflections - this option adds variance to the tangent output per-strand.
- Larger value = more breakup
- Default: 0.4
- Min: 0
- Max: 1
Overcoat
- b OVR
- Enable Overcoat strands and related options
Overcoat Color
- b Color Enable OVR
- Enable unique coloring control for the overcoat strands.
- b Color Map OVR
- Enable control of Overcoat color via a texture.
- Color Root OVR
- Color value to apply to root of Overcoat strands
- Color Tip OVR
- Color value to apply to Overcoat strands.
Overcoat Volume
- b Density Map OVR
- control Overcoat density via a texture
- b Heightmap OVR
- Enable heightmap to affect overcoat in addition to undercoat
- (Undercoat heightmap must be enabled)
- Density OVR
- Density of Undercoat strands to draw.
- Default: 1
- Min: 0
- Max: 1
- Strand Length Max OVR
- Maximum range of Overcoat strand length.
- Default: 0.75
- Min: 0
- Max: 1
- Strand Length Min OVR
- Minimum range of Overcoat strand length. Defines smallest possible overcoat strands.
- Default: 1
- Min: 0
- Max: 1
- Strand UV Scale OVR
- Amount of UV scaling to apply to Strand map.
- Larger value = smaller strands
- Default: 8
- Min: 1
- Max: 24
Overcoat Lighting
- Roughness OVR
- Roughness value for Overcoat strands.
- Smaller value = Smoother/shinier look
- Default 0.3
- Min 0.1
- Max 0.9
- Scatter OVR
- Amount of light scattering for Overcoat strands. Intended to mimic light passing through strands.
- Default 0.5
- Min: 0
- Max: 1
- Specular Breakup OVR
- Used to "break up" specular reflections - this option adds variance to the tangent output per-strand.
- larger value = more break
- Default: 0.4
- Min: 0
- Max: 1
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