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I remember people having this issue in UE5 with metahuman back when that first came out.
Its a post processing filter that cant be disabled in the menu. It affects everything in the game, not just hair. It also attributes it to the heavy oversharpened look and sharpening is tied to the post process setting as well as DOF, turning it to low does not turn it off. They need to add a sharpening slider for it tbh and not tie it to a setting, its possible its a bug for the hair because the hair is made with a hair card method and its just an alpha texture, its possible the renderer is incorrectly drawing the transparent shader for the texture map.
In short its typical UE5 garbage. I havent tried modding it yet but Lyall has already made a mod for it that incorporates a cutscene FPS cap removal as well.
If it was made up of a particle method, then each strand of hair would individually be shaded and would cast their own appropriate shadow, but its super demanding to do it that way and would get around the issues you are seeing
Nah, it's not a post effect/filter. The shadows on the hair are clearly using a different rendering technique then everything else. I have that Lyall mod installed btw, it doesn't do anything to the hair shadows at all.
Then its gotta be the shading for the texture mapping then. Whether its a bug or intentional, I have no idea
Unfortunately not. I think there isn't much that can be done about it from the user side.
Hopefully it's something the devs can look into.
Go to appdata/local/Sandfall/saved/config/windows and create a file called Engine.ini
[/script/engine.renderersettings]
r.Shadow.Virtual.SMRT.RayCountLocal=0
r.Shadow.Virtual.SMRT.RayCountDirectional=0
r.Shadow.Virtual.SMRT.SamplesPerRayDirectional=0
r.Shadow.Virtual.SMRT.SamplesPerRayLocal=0
Add this into it.
Save and set the file to Read only or the game will delete it.
This completely disables soft shadows and gives sharp shadows instead. I wasn't able to get rid of the noise with soft shadows enabled.