The embedded Smart Hair system is designed to provide the most realistic, yet performance-friendly hair, brows, and beard for digital humans in games and films. The card-based hair meshes are intricate in detail, economical in texture resolution, and efficient for real-time rendering. The highly flexible color gradients and specular variations are powered by the Smart Hair shader. Design components allow you to freely assemble different custom hair and beard elements into unique hairstyles, while the beard and brows can dynamically conform to any facial movement.

Creating a multitude of natural hair looks is possible with four powerful controls: Ombr (root and end color), Balayage (highlight color), Base Layer (vertex color), and Reflection (flow map). With these potent effects you can easily create chic or stylized hair dye, create silky smooth hair reflections, simulate silver gray, or parched look and feel. Blend with vertex color (predefined in hair meshes) for enhanced depth effect. For natural layer contrast, you can use lighter vertex color on upper layer meshes, and darker vertex color for layers underneath. Create subtle gradual hair color fades using Root and End colors, usually from darker tones at the roots to a lighter tone towards the hair tips for a classic ombr style. The strand color pattern is defined by the grey-scale Root map, and supports different blend modes and strength controls. The Highlight Color effect is the highlighting done with hair dyes that we see in reality; Two highlight colors can be blended to create more natural looks, with the ID texture map controlling the effect. The natural reflections gives hair a healthy lifelike look and feel . One can adjust the Specular strength, alter the Reflection Flow, or disrupt the reflective pattern to emphasize unique hairstyles.


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The Smart Hair system is designed for performance: the card based meshes are small in size, fast to load, and efficient for real-time animation. One complete hair set is merely hundreds or thousands of polygons, while using optimal texture sizes : hair at 2K and beard at 1K. By utilizing minimal resources you can achieve high visual realism with sophisticated coloring, and adjustable reflections using the real-time shader.

The Smart Hair Beard and Brows can perfectly conform to animated facial surfaces during real-time performance. It works in real-time for facial morphs, lip-sync animations, facial motion capture, and intensive expression change with the Face Puppet tool. One can also fine-tune the shape and position of the facial hairs with the Mesh Editor. To top it all off, facial hairs are exportable, at any stage, as FBX blend-shapes for game engines and 3D rendering.

Traditionally, hair that has been created for use in real-time engines has been created using card-based techniques, or other similar approximation. Card based workflows use a large number of flat sheets (or cards) to give the approximate shape, and motion, of a much larger number of individual hairs. Using the Groom system and tools of Unreal Engine enables you to render each individual strand of hair, which significantly improves visual fidelity of simulated hair in real time.

While no standard format currently exists for hair grooms, the groom system provides a naming convention-based scheme using Alembic (.abc) files to ingest data exported from your modeling application. It provides support for multiple hair groupings within a single file, such as head, vellus, beard, eye lashes, and brows, a hair shader and rendering system, and dynamic physics integration driven by Niagara.

The groom system provides a minimal viable implementation of strand-based hair importing, editor, rendering, and simulation. The system does not provide a hair grooming solution. Hair shaping, or grooming, needs to be performed in your external modeling application, such as XGen within Maya, Ornatrix, Yeti, Shave and a Haircut, or Houdini.

Groom Assets represent your imported Alembic (.abc) file's hair groom and they are stored in your Content Browser. Double-clicking the Groom Asset opens the Groom Asset Editor.

The Groom Asset enables you to create textures based on the strands data from your imported grooms. You can generate a follicle mask for your skeletal mesh to better blend hair with its mesh surface. You can also create multiple strands textures that can be used to create a hair mesh or hair cards.

For those using NVIDIA's hair solution HairWorks, which consists of DCC tool integration and real-time rendering and simulation for hair, Unreal Engine has deprecated HairWorks since version 4.16 of the engine. The long term plan is for the Groom system features to help provide a migration path for those who are currently using the HairWorks integration.

Special Bonus: Hair Patches (Morphable Scalp and Baby Hairs)

Hair Patches are designed for creating details and correcting hair defects.

They can profoundly improve any look while delivering stunning hair details, especially in close-up views.

PRODUCT: HAIR BUILDER

Empowered by Smart Hair technology, the Hair Builder Pack provides users 20 pre-assembled hairstyles and 32 Hair Elements in premium quality. With distinctive hair flow and hair base connectors, users can intuitively evolve them to create unique fashions, simply adding bangs, braids, buns, and tails. The hair builder elements support morph options, dynamic physics, and material presets, all with unprecedented freedom for animated hair creation.

Headshot 2, the AI enhanced plugin for Character Creator, lets you create advanced 3D real-time digital humans from photos and 3D models. It offers precise model fitting, texture baking, and full body animation capabilities, surpassing its predecessor and competitors. With Auto and Pro modes, it provides one-click generation of low-res virtual heads with 3D hair, as well as high-resolution texture processing with extensive morph options and advanced tools for refinement. be457b7860

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