Hair | Unreal Engine Niagara Tutorials | UE4 Niagara Hair

Hair | Unreal Engine Niagara Tutorials | UE4 Niagara Hair

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Hi guys today i have created these hair systems in unreal engine Niagara its very simple i just used a planner and a basic materials with hair texture. i am using rotate about axis node in material to animate hairs and using dynamic parameter in Niagara system to randomize hair bend direction.

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Hello everyone! I’m Asif Ali, and you’re watching CGHOW. In today’s video, I’m going to show you how I created this air particle system in Unreal Engine Niagara. You can see that I’ve used a bunch of hair strands on a sphere. Let’s dive in and I’ll walk you through the process.

[Music]

Before we begin, don’t forget to subscribe to my YouTube channel and click on the bell icon so you never miss any of my new tutorials!

So, this effect is really simple—it’s not actual hair simulation. Instead, I’m using a particle system with some geometry and material work to achieve this effect. Let me show you how I created this.

Step 1: The Particle System

I have a basic particle system here with just one emitter. I’m using three colors to control the look of the hair. I have a parameter here for hue, and if I duplicate it, I can adjust the color like this:

  • [Pause for effect, show color changes] *

Here, I have a parameter to control the hue, and by adjusting it, I can easily change the color of the hair. It’s very versatile, and I’m controlling all of this through my material instance, so if I open the material, you can see that all three colors are changing at once.

Step 2: Mesh Renderer & Material Setup

Now let’s move on to the particle system itself. Here, I have a mesh renderer with a cross-planar mesh. The material is set up with a cross shape, and here’s what it looks like in the particle system. By duplicating and adding more particles, I get the illusion of a bunch of hair strands.

Let me show you the material in more detail:

  • I’ve set up some parameters in the material, such as color, thickness, and other properties like metallic, roughness, and specular.
  • If I change the thickness, you can see how the hair strands become thicker or thinner.
  • All of this is adjustable, and you can tweak these settings to fit your needs.

Step 3: Material Details

Here’s the material with some custom nodes to move the particles. The color parameter is connected to a hue parameter in my particle system, which allows me to change the color both in the material instance and in the particle system directly.

I also added some parameters to control the scale of the hair strands, which can be adjusted using the “Haircut” parameter to change the thickness and length of the hair.

Step 4: Texture & Scaling

Moving on to textures—I’m using a normal map, and I’ve set up scaling and UV adjustments. Here, I’m adjusting the texture scale by manipulating the X and Y values. By changing these values, I can control the length and thickness of the hair.

Step 5: Rotation and Bending

Now, let’s focus on rotating and bending the hair strands. I use a “Rotate About Axis” node to control how the mesh is rotating. I’ve also set up some gradients to allow the mesh to bend and twist based on texture coordinates.

For instance, if I increase the values, the hair bends along different axes. This allows me to control the rotation and twisting behavior.

Step 6: Final Tweaks and Randomization

The next step involves tweaking the parameters for randomization. I’ve created random values for each direction of rotation to add some variation to the hair particles. I can randomize the rotation for each particle, which makes the effect look more natural.

Additionally, I’ve set up a gradient in the angle to control the speed and randomness of the movement. For instance, by adjusting the angle and period, I can make the hair strands move faster or slower.

Step 7: Particle System Setup

In the particle system, I’m spawning 2000 particles by default, but you can adjust the spawn rate to match your needs. I’m using a sphere shape to control the location of the particles, and I also adjust the rotation to face the normals of the mesh, so the particles align with the geometry correctly.

Conclusion

And that’s it! By combining mesh rendering, material setups, and particle systems, you can create this simple yet effective air particle system. You can see how the cross-shaped mesh and multiple parameters come together to create the illusion of hair moving with the wind.

I hope you enjoyed this tutorial. If you have any questions or queries, feel free to leave them in the comments below. Thanks for watching, and as always, keep learning and keep creating!


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