TressFX 4.1, AMD’s Hair Simulation Technology is now on Unreal Engine 4.22

TressFX, AMD’s hair rendering/simulation technology can now be integrated with the Unreal Engine, starting from v4.22. The latest version of TressFX, 4.1 is an incremental update over the existing 4.0. The core highlight is the improved rendering performance thanks to optimized physics shaders, new rendering features, documentation and tutorials, and an updated TressFX Exporter for Autodesk Maya.

The Unreal Engine integration of TressFX is a minimal one to improve ease-of-use with multiple TressFX components, features, and rendering and simulation materials. Developers wishing to further the integration or customize it for their own requirements may find this basic level of integration a helpful first step in that process.

TressFX features

  • Hair and fur support, designed for high quality anti-aliasing
  • Animation/skinning support
  • Unreal Engine (4.22) integration
  • TressFX/Cauldron implementation (source code)
  • Maya plugin provided for hair/fur and collision authoring
  • Source code provided

New in TressFX 4.1

  • TressFX/Unreal engine integration (patch under Epic Games Unreal GitHub repository) with multiple components, rendering and simulation material support
  • TressFX/Cauldron implementation with source code (DirectX® 12 and Vulkan®)
  • Optimized physics simulation shaders can allow more hair to be simulated in real-time
  • New rendering features (StrandUV and Hair Parameter Blending)
  • New Level of Detail (LOD) system
  • Documentation and tutorials
  • Updated Maya Exporter with new UI and new features/error checking

AMD’s OpenSource graphics library is available online via GPUOpen. Multiple new libraries have been recently added, including ambient occlusion techniques, a downsampler based on the FidelityFX technology, and tools to integrate HDR and a wide gamut tone into games.

Although AMD’s graphics libraries are nowhere as diverse and advanced as NVIDIA’s Gameworks, it is open-source, allowing developers to optimize them for any and every GPU out there, regardless of the company.



Computer Engineering dropout (3 years), writer, journalist, and amateur poet. I started my first technology blog, Techquila while in college to address my hardware passion. Although largely successful, it was a classic example of too many people trying out multiple different things but getting nothing done. Left in late 2019 and been working on Hardware Times ever since.

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