Groom - Hair cards
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Here’s an in-depth Unreal Engine workflow comparison with visual examples to guide you from hair grooms to hair cards — complete with tips, citations, and visuals:


🎯 1. Strand-based Groom Workflow (Unreal Groom System)

Overview

Setup Steps

  • Assign strand materials, enable scatter, shadows, and physics with Niagara integration .
  • Add binding assets to link hair groom to your character’s skeletal mesh.
  • Generate follicle and strand textures, used for shading or creating hair cards later reddit.com+3dev.epicgames.com+3yelzkizi.org+3.

Pros & Cons


🧩 2. Hair Cards Workflow (Hybrid Real-Time Approach)

Why Choose Hair Cards

Workflow Steps

  1. Create groom in DCC (e.g., Blender + Particle/Hair Curves)
  2. Bake to textures using tools like Xnormal or Geometry Nodes flippednormals.com+12superhivemarket.com+12reddit.com+12matthewtan85.wordpress.com+5flippednormals.com+5superhivemarket.com+5.
  3. Generate hair cards manually or via plugins (Hair Tool, Hair Cards Blender addon) dev.epicgames.com+13ko-fi.com+13yelzkizi.org+13.
  4. Place & optimize cards in Blender: arrange layered planes, offset them to prevent z-fighting, unify normals yelzkizi.org+5yelzkizi.org+5yelzkizi.org+5.
  5. Export to Unreal as skeletal/static mesh cards.
  6. Setup materials: use masked transparency, dithering, comb maps (Substance + Houdini) for realistic specular and opacity giovannini.artstation.com+2yelzkizi.org+2reddit.com+2psynema.com.
  7. Add physics if desired (e.g., AnimDynamics, cloth-driven) yelzkizi.org.

Pros & Cons

  • ✅ Excellent performance, easy LOD management, ideal for games.
  • ⚠️ Labor-intensive placement, may show polygonal edges without meticulous material shading.
  • Still the industry standard for real-time scenarios yelzkizi.org+2reddit.com+2yelzkizi.org+2reddit.com.

🛠️ 3. Bridging — Groom-to-Cards Workflow


📊 Quick Comparison

Feature / Use CaseStrand-based GroomHair Cards (Texture + Mesh)
RealismHigh (true strand rendering)Medium–high (depending on texture work)
Performance (real-time)Heavy (700k+ verts = expensive)Optimised (few polygons)
Creation effortMedium (export/import binds)High (texture bake + mesh placement)
Shading fidelityPhysically accurate scatteringRequires comb/dither maps + masked shader
Ideal usageCinematics, Metahuman, VFXGame assets, real-time characters

🌟 Recommended Workflow in Unreal

  • For cinematic or high-end visuals: use Groom Assets with Unreal’s hair shading → great quality but expensive.
  • For game engines or multiple characters: use Hair Cards generated from grooms or DCC tools → excellent performance.

📌 Final Tips