- Unreal Engine
We've already started working on a template for hair which will be included in the main ASE package and, although there is no official ETA, it should be available in the near future!
One of our community members is also currently working on a hair shader, so it's definitely possible to achieve it through a custom Multi-Pass template.
Amplify_Borba wrote:Hello! I'm afraid we're still not ready to share any screenshots as the sample is still under development.
We're going for different types of anisotropy ( Kajiya-Kay, Scheuerman, Marscher, Circular and Ward ), however, implementing these on the surface shader is going to take a while longer.
Stay tuned, we'll share more details as soon as we can!
miecz wrote:Hi! Can't wait for the hair shader too.
Could you consider a temporal antialiased dithering approach (would be great if the Dither Node had a TAA option)? It requires animating a dither pattern (moving it) and blending the result over few frames. Like here: https://docs.unrealengine.com/en-us/Res ... cCharacter
A similar approach is also used in the Marmoset Toolbag. I know it requires some kind of a TAA implementation, but the results are very promising. This approach uses only a Transparent Cutout blending so it is safe to use along with various full screen effects like HX Volumetric Lighting without the need to change the shader's code.
I've actually tried to create a lame version of the TAA dithered shader, but as I cannot use any TAA in Amplify Shader Editor, I had to rely on Livenda's CTAA. In my hair shader I was moving the dither pattern along the hair cards UV. Here's what I've achieved (but it's a hack on top of a hack and needs Livenda's CTAA ).
Thanks for your work!
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