Hair and eyebrows are made out of dots


https://forum.reallusion.com/Topic557297.aspx
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By NCN - Last Year
I used auto setup to bring in my CC4 character to Unreal and the hair and eyebrow materials look wrong when I render them in Lumen. They only look right in the Path Tracer. But in Lumen (or rather, in regular rendering because it's like this no matter if Lumen is turned on) they look like they are made out of dots. I tried all the AA options, I also tried to render in really high AA settings, also without any AA, it's the same. I tried changing the material type to different options, I tried multiplying opicaty, multiplying the offset etc. None of it helped. I saw posts on Unreal forums related to this but no one answered there. I figured people here must have run into this issue before. I am using Unreal 5.4 but I tried it in 5.3 too, it's the same there.https://forum.reallusion.com/uploads/images/10f3b8dc-ccb5-45be-96c0-3200.png
By sunlikevoid - Last Year
The hair is thin. That's all. Increase the opacity/Alpha threshhold to make it thicker. Also, completely black hair with a value of 0 doesn't look great with lumen, because it doesn't provide reflections. Raise the value. You could also try changing the Mip Gen Settings to "NoMipmap".
By NCN - Last Year
Thank you for your help!
Unfortunately these didn't solve the issue. Although I'm not sure I understood the treshold part correctly. I changed the Opicaty Mask Clip Value, both decreasing and increasing it but neither of them helped. But maybe you meant something else. I just didn't find an explicit treshold setting.
It seems like increasing the temporal sampling to a pretty high value kind of helps so maybe that's the trick. It just significantly slows down rendering in Lumen which is unfortunate because all the other parts don't need any temporal sampling, it seems like Spatial sampling is enough to render really clear images (which seems much faster than Temporal sampling).
By sunlikevoid - Last Year
Sorry for the late reply. I believe it's called opacity strength in Unreal. Increase the value.