Ornatrix for Unreal Engine 5 | Mastering Realistic Fur Creation and Rendering #ue5


 


Dive into the art of crafting stunning, realistic fur in Unreal Engine with Ornatrix in this comprehensive tutorial. Join me as I unveil the full process of fur creation, from the initial steps of modeling to the intricate details of fur shader customization and rendering. This video is ideal for 3D artists, game developers, and graphics enthusiasts eager to explore the nuances of realistic fur simulation without the complexity of dynamics. Learn how to intricately design fur textures and efficiently utilize the powerful shader options in Ornatrix to achieve the most lifelike appearance. By the end of this tutorial, you'll be equipped with the skills to elevate your 3D models with beautifully rendered fur, enhancing the realism and depth of your projects. If you're looking to master fur creation in Ornatrix for Unreal Engine, this is the perfect resource for you. Remember to like, subscribe, and click the notification bell for more insightful content!

Of course, there is no limit to perfection. In this video, I have only shown the basic settings that can lead to a good result. Of course, you can get a result in a day, but to get a really cool result, you need to experiment with the settings. This can take anywhere from a few days to a few weeks, but eventually you will be able to create fur that looks amazing. ___ TIMING: 0:00 - Select the plane and apply Furball. 0:04 - Configure GuidesFromMesh. 0:17 - Next, go to the main settings and adjust the thickness of the guides for visual convenience. 0:28 - Delete all guides, as we are following my lesson - https://www.youtube.com/watch?v=C3g2YgzdV4Y - this was discussed in Discord. And in that lesson, I have 25 guides, so it is easier to repeat their placement manually. 0:35 - To do this, go to the Brushes tab and select the Create brush. 0:38 - In the settings of this brush, scroll down to the bottom and set Root Position = Center. This will allow us to create one guide per click. 0:46 - Create 25 guides in this way. 0:59 - Next, exit, disable the Create Brush, and go to HairFromGuides. 1:05 - Enable 100% hair display in the viewport using the Preview Strand Fraction option and set the number of hairs to 100K. Be careful with this, as it requires sufficient video card power. 1:19 - Apply Surface Comb. 1:24 - Go to Tool and select Sinks to configure the direction of the hair. 1:28 - Here, I temporarily reduced the number of hairs to 10K as it was slowing down the interaction with this tool. 1:45 - Now, you need to adjust the curvature of the hair. 2:01 - Adding Clump by guides. 2:37 - Next, we add SubClump. Here I show slightly different settings, which are more modern. 3:26 - Adding another SubClump. 3:50 - Let's adjust all the Clump again, here you always need to experiment to get an acceptable result. I recommend referring to references. 5:19 - Adding the first Frizz. I usually use it to diversify the shape of the first Clump. 6:06 - Next, add Frizz for the tips. If you look at the reference, they are not always flattened and there is a slight chaos. 7:09 - Add a Length modifier on top to diversify the length. 7:39 - Next, you need to add another Length after HairFromGuides, so all the upper Clumps will take this length into account and it will give more realism. 8:05 - Add a general Frizz for the whole shape. 8:55 - Here I add a little bit of chaos to each Clump, that is, when the shape is slightly fluffed up. 9:45 - Add another Frizz for individual flying hairs that stick out of the shape. 10:34 - To make the Frizz work better, you need to add more CVs to our guides using the Detail modifier. 10:49 - Since the number of points has changed, you need to reconfigure each Frizz. 11:50 - Convert Ornatrix to Native Hair and configure the shader (this is my custom shader that Leonhard from Ephere helped with). You can buy it with this model - https://bit.ly/33drmd5 14:16 - Use 3D-Coat to create an Albedo and Clump mask. 15:44 - Load Albedo into the shader. 20:03 - Set up the render camera. 20:45 - Configure the render settings. 21:21 - Next, if you don't like something, go back to Ornatrix and adjust each modifier. 22:31 - For example, I also add a Curl modifier to add variety to the guides. 27:21 - And a Noise modifier to add chaos to the hair and make it look even more realistic. 30:06 - Tweak the shader a bit more. 31:23 - And the lighting. 31:25 - Experimenting with different settings. 39:47 - Now we can render. As I said, I showed the basic settings so that you understand what you can experiment with. And there is no limit to perfection. ___ Enjoy watching! Best regards, Andrew Krivulya Charly. ___ MUSIC: Production Music courtesy of Epidemic Sound" www.epidemicsound.com ___ #ornatrixue #ue5 #3dgrooming

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