Grabbed a couple of models from a UE4(.20) game and having trouble understanding how the Hair, Eyebrows and eyelashes are done and how to render them properly in Blender.
Got 3 texture files that look like they should be used as transparency masks but can't figure out how to use them.
The MAT.props.txt seems to describe how these should be used, but the description doesn't make sense to blender. How can the material props txt files be used/interpreted? OR How do I use the Opacity image as a mask for hair?
The mesh is blocky but I think this should render to frizzy "clown" hair
Diffuse=Hair_BC
Opacity=hair_O
ScalarParameterValues[14] =
{
ScalarParameterValues[0] =
{
ParameterName = None
ParameterValue = 1
ParameterInfo = { Name=AO Amount }
}
ScalarParameterValues[1] =
{
ParameterName = None
ParameterValue = 1
ParameterInfo = { Name=Brightness }
}
ScalarParameterValues[2] =
{
ParameterName = None
ParameterValue = -1
ParameterInfo =
{
Name = EdgeMaskContrast
}
}
ScalarParameterValues[3] =
{
ParameterName = None
ParameterValue = 2
ParameterInfo = { Name=EdgeMaskMin }
}
ScalarParameterValues[4] =
{
ParameterName = None
ParameterValue = -2
ParameterInfo = { Name=MipBias }
}
ScalarParameterValues[5] =
{
ParameterName = None
ParameterValue = 0.5
ParameterInfo =
{
Name = PixelDepthOffset
}
}
ScalarParameterValues[6] =
{
ParameterName = None
ParameterValue = 0
ParameterInfo =
{
Name = RandomHueVariation
}
}
ScalarParameterValues[7] =
{
ParameterName = None
ParameterValue = 0
ParameterInfo =
{
Name = RandomValueVariation
}
}
ScalarParameterValues[8] =
{
ParameterName = None
ParameterValue = 1
ParameterInfo = { Name=Roughness }
}
ScalarParameterValues[9] =
{
ParameterName = None
ParameterValue = 0.1
ParameterInfo = { Name=Scatter }
}
ScalarParameterValues[10] =
{
ParameterName = None
ParameterValue = 0.4
ParameterInfo = { Name=spec mult }
}
ScalarParameterValues[11] =
{
ParameterName = None
ParameterValue = 1
ParameterInfo = { Name=TipPower }
}
ScalarParameterValues[12] =
{
ParameterName = None
ParameterValue = 1
ParameterInfo =
{
Name = VertexColorStrength
}
}
ScalarParameterValues[13] =
{
ParameterName = None
ParameterValue = 0
ParameterInfo =
{
Name = RefractionDepthBias
}
}
}
TextureParameterValues[7] =
{
TextureParameterValues[0] =
{
ParameterName = None
ParameterValue = Texture2D'hair_O.hair_O'
ParameterInfo = { Name=Alpha }
}
TextureParameterValues[1] =
{
ParameterName = None
ParameterValue = Texture2D'Hair_R.Hair_R'
ParameterInfo = { Name=AO }
}
TextureParameterValues[2] =
{
ParameterName = None
ParameterValue = Texture2D'hair_D.hair_D'
ParameterInfo = { Name=Depth }
}
TextureParameterValues[3] =
{
ParameterName = None
ParameterValue = Texture2D'Hair_BC.Hair_BC'
ParameterInfo = { Name=Diffuse }
}
TextureParameterValues[4] =
{
ParameterName = None
ParameterValue = Texture2D'hair_R.hair_R'
ParameterInfo = { Name=DyeMask }
}
TextureParameterValues[5] =
{
ParameterName = None
ParameterValue = Texture2D'hair_R.hair_R'
ParameterInfo = { Name=Root }
}
TextureParameterValues[6] =
{
ParameterName = None
ParameterValue = Texture2D'hair_D.hair_D'
ParameterInfo =
{
Name = Unique_Hair_Value
}
}
}
VectorParameterValues[5] =
{
VectorParameterValues[0] =
{
ParameterName = None
ParameterValue =
{
R = 0.041667
G = 0
B = 0
A = 1
}
ParameterInfo = { Name=RootColor }
}
VectorParameterValues[1] =
{
ParameterName = None
ParameterValue = { R=0, G=-1, B=0, A=1 }
ParameterInfo = { Name=Tangent }
}
VectorParameterValues[2] =
{
ParameterName = None
ParameterValue = { R=0, G=0, B=0.3, A=1 }
ParameterInfo = { Name=TangentA }
}
VectorParameterValues[3] =
{
ParameterName = None
ParameterValue = { R=0, G=0, B=-0.3, A=1 }
ParameterInfo = { Name=TangentB }
}
VectorParameterValues[4] =
{
ParameterName = None
ParameterValue =
{
R = 0.364583
G = 0
B = 0
A = 1
}
ParameterInfo = { Name=TipColor }
}
}
Parent = Material3'Julia_Hair_Master.Julia_Hair_Master'
BasePropertyOverrides =
{
bOverride_BlendMode = false
BlendMode = BLEND_Masked (1)
bOverride_TwoSided = false
TwoSided = true
}
FlattenedTexture = None
MobileBaseTexture = None
MobileNormalTexture = None
bUseMobileSpecular = false
MobileSpecularPower = 16
MobileSpecularMask = MSM_Constant (0)
MobileMaskTexture = None