Realtime Fur Mantle

This is a realtime fur mantle for a character I've been working on and off on in between other projects (Character concept is by Alexander Shatohin https://www.artstation.com/artwork/rxXqJ ). The asset is rendered in UE5 and has a total of roughly 60k triangles at the moment. There is still room for optimization in terms of tricount.

To place the haircards I used GS Curve Tools https://sladkovsky3d.artstation.com/store/zzR2

The lighting setup used is based on the Metahuman lighting setup on the epic marketplace (https://www.unrealengine.com/marketplace/en-US/product/mhc-lighting-presets).

The material shader was put together based on the paragon hair shader from Epic Games, I adjusted it and added/changed features based on what I felt was useful or not for me. The goal here was to set up a base for future groom projects as well so I wanted it to be flexible.
Currently, you can update the base colour in a variety of manners like adjusting the tip and root colour and painting a unique vertex colour where you desire. It also includes a basic wind function that is a mix of the simple grass wind and a tutorial by Quixel on creating a world space wind for grass and foliage.
The vertex colour channels control the location of colour variation (R) and the wind factor/mask for parts of the mesh (G).

Vertex offset wind made in the material shader

Showing the vertex painting for colour variation

Showing the different ways to change the colour and look of the fur

Single point light render

Single point light render

Single point light render

Single point light render

Single point light render

Single point light render

Showing some of the wind function parameters

Wireframe, tricount ~ 60k

Wireframe, tricount ~ 60k