I am attempting to create a fairly realistic hair shader for a dog with very short fur (a greyhound). Is it at all possible to have a normal map and a tangent map plugged into the new Unreal hair shader? So that I may have both muscle and definition (Normal Map) and anisotropic highlight direction (tangent map) working in the shader. Any help would be most awesome!
(Poor English)
Try to bake a normal into ao or just treat your base as a diffuse.
And I think that if you just take NormalMap and Corss with [1,0,0](Assuming your hair texture is aligned along V direction, Or you just make it a parameter),Then drag the wire into Tangent and Tangent Output, with a value of scatter being about 0.08(Or parameter), you may get a better material.
This is the material with no hair shader but a normal map
And the picture below shows when you get no scatter input
Finally if you set the scatter to 0.08
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