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Hello everyone in this tutorial I will show
you how to make this fur material using parallax occlusion mapping this was a request from
blend space lab I might make a better one later in the future so this is all I have
right now.So to make this you need two textures first one is the height and the second one
is the texture.I made both of them in substance designer this is the fluid noise texture you
get from the noise tab so you can get that from here .So this
is the fluid one and this is the fur one so I just increased the level a bit then blend
them together and inputted them into the height map and for the fur .I just used a gradient
map and changed the color a bit and inputted it into the base color then I exported it
out and imported into the unreal engine .So we are going to use parallax occlusion mapping
to make this fur so the first thing you need to do it create a material so for that right
click and click on material .I will name this fur underscore mat.then open it up then drag
and drop the height texture then drag and drop the fur texture
we need to duplicate the height texture two times now I will convert this to a texture
object now we will right click and type in parallax occlusion mapping so we get this
node first we are going to input this into the height map texture then we have to do
something here so here you can see height map channel since we have a grayscale image
all the channels will be our height map except the alpha so if I check blue you can see all
of the channels have the same image because we have a gray scale image so we need to input
a vector 4 here so for that press and hold 4 and connect it here so we can change either
1 for. We can give 1 for R or G or B to select the channel which the height map is in. If
we use Packed textures then the red channel might have the height texture the blue channel
might have the roughness map and the green channel might have the ambient occlusion we
are not using packed textures here. So R G and B all have our height map so just give
one to any one of them now we need to create a couple of parameters
.We need three so hold S and click I will name these height ratio then I will Name this
min-steps and I will name this max steps and I will connect height ratio to height ratio
and give it a default value of .2 and for the min-step I will connect this to min step
and give it a default value of 25 and now I connect the max-step to the max-step and
give it a default value of 120 I will show you later what these three things do now we
will give a texture coordinate so for that press and hold U and click so we get this
texture co-ordinate now press and hold M and click so we get this multiply and connect
this to the multiply and connect this to UVs now we will create a new scalar so press and
hold S and click so we get this scalar parameter and I will name this tiling and I will give
it a default value of one then I will connect this to B
now I will convert this to a texture object .We need a normal map and I could create the
normal map for the substance designer but I decided not to I will show you a trick to
create normal maps from the height map so convert the height map texture to a texture
object now right click and type in normal from height map and connect this to height
map t2d and we will duplicate this by press control + W and connect this to the height
map channel selector if we preview this we can see the normal map I will connect this
to the normal map and from here the pixel depth offset goes to the pixel depth offset
here and I will give roughness a value 0.9 so it is very rough now I am going to connect
this parallax UVs to this and also to the coordinate of our normal from height map
then I will add a hue so right click and type in hue so we get this hue shift connect the
texture here and connect this to the base color to we can change the color later so
we need to add new parameter here so press and hold S and click so we get this parameter
and connect this here I will name this hue then we need to add the rim lighting effect
so for that we will use a fresnel node so right click and type in fresnel and we will
lerp press and hold L and click so we get this lerp and connect the alpah to and connect
this to the base color and connect this on top and for B we will give a white color so
press and hold 3 and click so we get this three vector
and I will convert this to a parameter and I will call it rim color so we can change
the color later.So I will give it value of white then we need to control the this rim
width or like this radius we need to create a new parameter so press and hold S and click
and connect this to exponent and I will name this fresnel and I will give it a value of
15 so as you can see as I decrease the value white color will move to the center and as
I increase the value we have a very thin layer of white color on the edge so I think that all we need to do here So
one thing you have to keep in mind is that when we increase the tiling here this tiling
also increases there is a way to fix that I will show that in a future video.so click
apply and save thenI will drag and drop a sphere in then I will create a material instance
so right click and create material instance.Apply this to the sphere.So you can see the artifacts
and if I press play the artifacts wont be there .So you don’t have to kind the artifact
.So you can actaully change the paramters so open it up and I wil give it a nice rim
color. I will change the height ratio a bit so as you can see it will get a bit longer
it looks a bit longer you can also change the tiling so you get finer fur and then you
can play around with the max and min. To get the look you want you can change the color
by selecting the hue and changing it so you can see artifacts in the editor but if I press
play it won’t be there .So this fur material tends to do well on curved surfaces on flat
surfaces there is some issue.I will try to make a better fur material later.So this is
all I have now I hope you enjoyed it .So thanks for watching and subscribe for more videos
like this.

20 thoughts on “[Unreal Engine 4] – Fur Material-Tutorial

  1. I forgot to say that you need to add a constant value of 1 to the normal map intensity of the normalfromheightmap node. Those white artifacts you see are caused by it.Thanks

  2. This is the standard Parallax occlusion technique from the content examples. what would make this relevant at all would be to add silhouette clipping. Otherwise its completely redundant. Its just half done.

  3. As a programmer that struggles to understand shaders and Materials. You sir are amazing. Keep up the good work 🙂

  4. What if I want a noise as Heightmap Texture to be attached to the ParallaxOcclusionMapping?
    I mean, I noise outputs a float, while Heightmap Texture only accepts textures, is there a way to turn noise into a texture maybe?

  5. bro, very good tutorial, but i have a problem: When conect Pixel Depth ofset to Pixel Depth ofset or conect to uvs I get this error…Error [SM5] Function ParallaxOcclusionMapping: Cannot cast from float3 to float4.

  6. To add a saturation param: add after lerp: desaturation , in Fraction add a scalarParam and reconnect it in Base Color…

  7. I did everything you said in the video but my material looks like this https://drive.google.com/file/d/1RzZqsDG6_UHylIEh5BrLwBmnvrR5D4we/view?usp=sharing

  8. This has been EXTREMELY helpful to my project, any idea on how to have the fur on certain parts of the body face a particular direction?

  9. If your material always stays behind something it is supposed to be covering or somehow does not look right, disconnect the "Pixel Depth Offset" link from the Parallax Occlusion Mapping node that connects to the material's base node.

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