Transferring Daz 3D hair to Unreal Engine 5 (UE5) can significantly enhance your character’s realism, especially when integrating with MetaHuman characters. This comprehensive guide covers everything from exporting Daz hair, converting it into Unreal’s strand-based groom format, attaching it to MetaHumans, and optimizing it for real-time performance. We will explore workflows compatible with the latest UE5 version, note differences from older versions, and include insights from Blender, Unreal Engine, Daz 3D, and industry tools like PixelHair. Whether you’re a beginner or advanced user, follow along for a professional, accessible walkthrough that’s relevant to both game and film production contexts.
Can you export Daz 3D characters and hair to Unreal Engine 5?
Daz 3D characters and hair can be exported to Unreal Engine 5 using the Daz to Unreal Bridge plugin, which transfers rigging, polygons, textures, and materials, including hair as static mesh cards, directly into UE5. Alternatively, manual FBX export from Daz Studio is supported, importing characters and hair into Unreal. By default, hair exports as geometry without physics. For UE5’s realistic strand-based Groom system, hair must be converted into a Groom Asset. This conversion enhances realism over traditional hair cards, leveraging UE5’s native strand support (available since UE4.26). Older Unreal versions relied on cards or third-party solutions.

What formats are supported for importing hair from Daz 3D into Unreal Engine?
When moving Daz hair into Unreal, the supported import format depends on whether you use hair as geometry or as a strand-based groom:
- Geometry formats (hair cards or mesh): Daz hair can be imported as static mesh geometry using FBX or OBJ formats. The Daz to Unreal Bridge uses an FBX-based pipeline to transfer hair with materials, like opacity maps, into UE5. FBX is the most common format for characters, while OBJ suits static props. This method ensures hair retains its mesh structure and textures for real-time rendering.
- Groom formats (strand-based hair): Unreal’s Groom system requires Alembic (.ABC) files for strand-based hair with physics. Hair must be converted to strands and exported as Alembic, which stores hair curves and guide data. Other formats like FBX only import hair as mesh, not strands. Alembic is essential for realistic, dynamic hair in UE5’s groom system.
In summary, FBX supports mesh-based hair imports, while Alembic is necessary for strand-based grooms. The focus is on Alembic for realistic hair, with mesh as an alternative.
Are there plug-ins to assist with exporting Daz hair to Unreal Engine?
Absolutely – there are several plugins and tools to streamline the Daz-to-Unreal hair transfer:
- Daz to Unreal Bridge (Official Plugin): This plugin automates exporting Daz characters, hair, and materials into UE5. It transfers multiple assets at once, applying materials automatically, but exports hair as static mesh, not grooms. Users can later convert hair to grooms manually for dynamic effects.
- Blender Hair Conversion Add-on: A community add-on for Blender converts Daz hair cards into particle hair for Unreal’s groom system. It transforms textured mesh into strands with one click, enabling Alembic export. This tool is critical for creating realistic grooms from Daz hair.
- Daz to Blender & Diffeomorphic: The Daz to Blender Bridge and Diffeomorphic plugin import Daz characters and hair into Blender. Diffeomorphic offers advanced features, while the official bridge is simpler. Both prepare hair for conversion using the Blender add-on.
- Houdini Hair HDA: Experimental Houdini Digital Assets generate Alembic grooms from Daz hair cards or fibermesh. This complex method suits advanced users exploring alternative workflows, but it remains in development and less accessible.
- Ornatrix or XGen (Maya/Max): These paid plugins for Maya/3dsMax can regenerate Daz hair as strands for Alembic export. The process is intricate and less practical compared to Blender’s solution, making it suitable for professional pipelines only.

How do I export Daz 3D hair as geometry or cards for grooming in UE5?
Exporting Daz hair as geometry (hair cards) is the first step before conversion. You have two main approaches:
- Daz to Blender Bridge: Load a character and hair in Daz Studio, then use the Daz to Blender Bridge to export them automatically. Ensure hair is parented to the head for proper alignment. In Blender, the hair appears as a mesh object ready for grooming conversion.
- Daz to Unreal Bridge or FBX export: Export hair as geometry directly to Unreal using the Daz to UE Bridge or manual FBX export. The Bridge creates a skeletal or static mesh, preserving textures like opacity maps. Uncheck “Merge Outfits/Hair” for separate objects, ensuring flexibility in Unreal.
How do I convert Daz3D hair into a groom asset for UE5?
Converting Daz hair to a UE5 groom involves turning the hair cards into actual hair strands. The most accessible workflow uses Blender with the Hair Conversion add-on. Below is the step-by-step process:
- Export from Daz to Blender: Use the Daz to Blender Bridge to load a character and hair into Blender. The hair appears as textured hair cards, forming the hairstyle’s structure. This step sets up the hair for conversion into strands.
- Separate the Scalp Cap: In Blender, enter Edit Mode on the hair object and select the scalp mesh. Separate it into a new object named “Scalp” using Ctrl+L and P → Selection. This creates two objects: hair cards and the scalp emitter for strand generation.
- Install and Run Hair Converter: Install the Daz Hair Converter add-on in Blender. Select the hair cards and scalp, then use the add-on’s “Convert Hair” function. It generates particle strands on the scalp, hiding the original cards to mimic the hairstyle.
- Tweak Particle Hair Settings: Adjust particle hair settings in Blender, like disconnecting and reconnecting hair to apply transforms. Disable the scalp emitter’s rendering to show only strands. Default settings often suffice, but tweaks ensure optimal export quality.
- Export Hair as Alembic: Select the scalp with the hair system and export it as an Alembic (.abc) file. Use settings like Scale 100.0, Frame Start=1, End=1, and enable Hair under Particle Systems. This creates a groom file for UE5 import.
What is the best workflow to bring Daz 3D hair into Unreal Engine as a groom?
The best workflow combines the strengths of the tools we’ve discussed:
- Daz Studio → Blender (via Bridge): Export the character and hair from Daz to Blender using the Daz to Blender Bridge. This ensures accurate transfer of hair geometry, maintaining scale and parenting for further processing.
- Blender + Hair Converter add-on: Use the Hair Converter add-on to transform hair cards into particle strands in Blender. This step reconstructs the hairstyle as dynamic strands, preparing it for groom export with minimal effort.
- Alembic export: Export the converted hair from Blender as an Alembic file, ensuring compatibility with UE5’s Groom system. Proper export settings preserve strand data, enabling seamless import into Unreal.
- Unreal Engine Groom Importer: Import the Alembic file into UE5 as a Groom Asset and attach it to a character or MetaHuman. This enables physics, realistic lighting, and dynamic hair movement, matching MetaHuman quality.

How do I convert Daz 3D hair to use strand-based grooms in Unreal Engine?
There are two scenarios for Daz hair, and both can be turned into strand-based grooms for Unreal:
- Converting hair cards (polygon hair): Use Blender’s Hair Converter add-on to transform Daz hair cards into strand curves. Export the result as an Alembic file, which UE5 imports as a groom asset, replacing flat cards with dynamic strands.
- Converting Daz strand hair (dForce Hair): Enable “Viewport Line Tesselation” in Daz to make dForce strands visible as geometry, then export via FBX. In Blender, convert these thin polygon strands into particle hair using the Hair Converter, then export as Alembic for UE5’s groom system.
How do I set up Daz 3D hair as a groom asset using Unreal’s Groom Importer?
To use Daz 3D hair in Unreal Engine 5, export it from Daz Studio as an Alembic (.abc) file, ensuring “Show Emitter” is disabled for proper groom recognition. In Blender, import the file, adjust orientation (e.g., X Rotation = 90, Y Scale = -1), and export it again as an Alembic groom. This process ensures compatibility with Unreal’s groom system for rendering and physics simulation.
Once you have the Alembic hair file, setting it up in Unreal Engine 5 involves a few steps:
- Enable Groom Plugins: Access Unreal’s Edit → Plugins menu and enable “Groom” and “Alembic Groom Importer.” These plugins are essential for hair rendering and importing Alembic files. Restart Unreal Engine to apply changes. Some UE5 templates may have these enabled by default, but always verify.
- Import the Alembic (.abc) file: Right-click in the Content Browser, select Import, and choose your .abc file. Ensure the Groom Import Options dialog appears, indicating a valid groom file. Adjust rotation (e.g., X=90, Y=-1) to correct orientation issues from Daz-to-Blender export. Experiment with settings to align the hair upright on the character’s head.
- Create the Groom Asset: After importing, a Groom asset appears in the Content Browser. Open it to view strands and access Rendering and Physics tabs. The default setup includes a basic hair material and physics settings. Ensure the asset is correctly configured for further adjustments.
- Assign Materials: In the groom editor, modify the Materials array to apply a custom hair shader, such as MetaHuman or Marketplace materials. The default placeholder material can be replaced to enhance visual quality. Material assignment can also be done later when attaching to a character.
- Adjust Physics Settings: In the Physics section, enable Simulation for real-time hair movement using Unreal’s Chaos physics and Niagara solver. Adjust stiffness, damping, or root stiffness for desired behavior. Test in the editor and reference MetaHuman hair settings for optimal results.
Can I simulate physics on Daz 3D hair in Unreal Engine?
Unreal Engine 5 supports real-time physics simulation for Daz 3D hair converted to a groom asset. The groom system uses Chaos physics and Niagara for natural strand movement. Enable Simulation in the Groom asset or Component to allow hair to sway and collide. Adjust stiffness, density, or gravity for fine-tuned results, ensuring realistic motion.
For static mesh hair (hair cards), physics is not automatic but can be achieved through:
- Cloth Simulation: Apply cloth physics to hair mesh sections using UE’s Clothing tool. This provides some movement but may cause self-intersections without custom constraints. It’s suitable for simple hair strips but challenging for complex hairstyles.
- Rigid Body/Bone Dynamics: If the hair has bones (e.g., for ponytails), enable physics on those bones using a Physics Asset. This is uncommon as most Daz hair lacks rigging, making groom conversion the preferred method for physics.
Groom physics offers the best results, requiring no manual collision setup. For cinematics, cache simulations via Niagara for deterministic motion and proper motion blur.

Can I use Marketplace groom shaders on imported Daz 3D hair?
Daz 3D hair imported as a groom asset is fully compatible with Unreal’s hair materials, including Marketplace groom shaders. In the Groom editor or Component, assign new materials via the Materials array. These shaders use the Hair shading model for realistic highlights and support strand attributes like root-to-tip gradients. Replace the default basic shader with advanced options, such as MetaHuman materials, to adjust color, roughness, or shine for the desired visual style.
Can I use Daz hair with Metahuman characters in Unreal Engine?
Daz 3D hair can be used on MetaHuman characters by converting it to a groom asset and attaching it to the head. Considerations include:
- Scaling and Position: Adjust the hair’s scale and position to fit MetaHuman proportions, either in Unreal via the Groom Component or in Blender before export. A “hair cap” technique aids fitting across characters.
- Attaching: Add a Groom Component to the MetaHuman’s Blueprint or skeletal mesh, parenting it to the head bone socket. This ensures the hair moves with the head during animation.
- Replacing MetaHuman Hair: Disable or remove the default MetaHuman hair in the Blueprint before attaching the Daz hair groom. This allows seamless integration of custom hairstyles.
This workflow enables varied MetaHuman appearances, though manual fitting is required for proper alignment.
How do I attach Daz hair grooms to Metahuman scalp meshes?
To attach Daz hair grooms to a MetaHuman:
- Using Groom Component and Sockets: Add a socket to the MetaHuman’s head bone in the skeletal mesh. In the Blueprint, add a Groom Component, assign the Daz groom, and parent it to the socket. Adjust position, rotation, and scale to align the hair with the scalp.
- Using Groom Binding Asset: Create a Groom Binding Asset to bind the groom to the MetaHuman’s head mesh. This ensures the hair follows mesh deformations, useful for facial animations. Socket attachment is often sufficient for rigid head movement.
- Using the MetaHuman Hair Cap: Use the MetaHuman’s scalp cap mesh for a complete hairline look. Assign a matching material to blend the cap with the groom, covering sparse areas effectively.
Socket-based attachment is simplest, with physics settings copied from similar MetaHuman hairstyles for optimal results.

How do I retarget or align Daz 3D hair to a Metahuman skeleton?
Aligning Daz hair to a MetaHuman involves positioning and attaching it to the head bone rather than retargeting skeletal animations. Steps include:
- Bone Attachment vs. Re-skinning: Detach the hair from the Daz skeleton and attach it to the MetaHuman’s head bone using a Groom Component. Re-rigging is unnecessary, as Unreal’s attachment method is sufficient.
- Scaling and Positioning: Adjust the hair’s scale in Unreal or Blender to match the MetaHuman’s head shape. Non-uniform scaling may be needed for precise fitting due to differing proportions.
- Adjusting the Hair Cap: Hide or reshape the Daz or MetaHuman scalp if misaligned. In Blender, conform the Daz scalp to the MetaHuman head using transform tools, then re-export the groom.
- Retargeting Hair Animation: Hair animations are typically replaced by groom physics rather than retargeted. Pre-animated hair can be attached similarly, but physics handles motion dynamically.
Fine-tune the Groom Component’s transform to correct alignment issues, ensuring the hair moves naturally with the MetaHuman’s head.
How do I fix alignment and scaling issues when importing Daz hair to Metahuman?
It’s common to encounter alignment or scale issues when importing hair into Unreal Engine. Below are practical solutions to address these challenges effectively, ensuring proper hair placement on MetaHuman models:
- Apply Transforms Before Export: Always apply scale and rotation in Blender (Ctrl+A) before exporting hair to Alembic. This prevents odd orientations or scaling in Unreal, avoiding issues like misaligned hair requiring manual rotation fixes. Consistent default orientations during export streamline the process. Using recommended settings, such as X-90 rotation, ensures compatibility and reduces alignment errors.
- Use Known Import Settings: Apply community-recommended import settings (X=90, Y scale = -1) when importing Alembic grooms into Unreal. These settings correct mirrored or inverted hair and adjust pitch if the hair lies flat. Proper settings align the hair closely with the MetaHuman head. This step ensures the hair fits the head shape without major adjustments.
- Adjust in Persona or Blueprint: After attaching the groom to a MetaHuman, fine-tune its position in Unreal’s Blueprint or Persona viewport. Use the move/rotate/scale gizmo to nudge the hair, such as lowering it to sit flush with the scalp or scaling slightly for better fit. This interactive adjustment ensures precise alignment. It’s ideal for minor tweaks visible in the editor.
- Shrink-Wrap or Fit the Hair Cap: For significant head shape differences, return to Blender and import the MetaHuman head mesh. Use the Shrink Wrap modifier to conform the hair’s scalp object to the head, adjusting strand positions accordingly. Re-export as Alembic for a snug fit. This method ensures the hair cap aligns perfectly with the MetaHuman’s head.
- Uniform Scale Differences: Since Daz and UE5 use centimeters, scale mismatches are rare if exported correctly. If hair appears drastically off (e.g., 100x too small), re-export with proper scale or adjust the Groom Component in Unreal. Following standard export steps (Scale 100 in Alembic) minimizes scale errors. Minor fitting adjustments are usually sufficient.
- Check the MetaHuman Base: Align hair to the MetaHuman head, not the body root, to avoid offsets during character movement. Attaching to the correct bone or component ensures stable positioning. Proper attachment prevents hair from shifting unnaturally. This step is critical for dynamic scenes.

How can PixelHair be used as an alternative or enhancement to Daz 3D hair when working with Metahuman in Unreal Engine?
PixelHair offers realistic Blender-based hairstyles that integrate well with MetaHumans, serving as an alternative or complement to Daz 3D hair. Below are key ways to use it effectively:
- Pre-made Groomed Hairstyles: PixelHair provides ready-to-use hair strand models created as Blender particle systems, eliminating the need to design from scratch. Each style includes a Blender file with hair set on a high-poly cap. This simplifies the workflow for MetaHuman integration. Users can directly apply these styles without extensive grooming.
- Hair Cap with Shrink-Wrap: PixelHair’s 18,000-polygon hair cap uses a shrink-wrap modifier to fit any character’s head, including MetaHumans. In Blender, adjust the cap to the MetaHuman head, and the strands follow naturally. This ensures a precise fit with minimal effort. The method enhances compatibility across head shapes.
- Easy Export to Unreal: PixelHair exports as Alembic from Blender, functioning as a groom in Unreal for MetaHuman attachment. The process mirrors Daz hair conversion but starts with strand-based hair optimized for Unreal. Documentation guides the export steps for seamless integration. This makes PixelHair a straightforward option for UE5 workflows.
- Quality and Customization: PixelHair delivers high realism with detailed strands and customizable settings in Blender, such as combing or thickness adjustments. Users can modify styles like afros to create unique variants. The high strand count ensures visual fidelity. This flexibility suits diverse creative needs.
- Alternative to Daz Hair Library: PixelHair offers a library of strand-based styles, bypassing Daz hair conversion for users without specific Daz assets. Styles like braids or dreadlocks are readily available. It saves time by providing Unreal-ready grooms. This makes it a practical choice for new projects.
What tools help optimize Daz3D hair for real-time rendering in UE5?
Optimizing Daz 3D hair for real-time performance in UE5 is essential for games or VR. Below are tools and techniques to enhance efficiency without sacrificing quality:
- Unreal Engine’s Hair Card Generator (experimental): UE5’s Hair Cards Generator plugin converts grooms into textured hair cards for lower-end platforms or distant LODs. Import the Daz groom, generate a card mesh, and use it for reduced rendering costs. This preserves the groom’s look with fewer triangles. It’s ideal for optimizing background characters.
- Adjust Groom LOD Settings: UE5’s Groom system allows reducing strand count and hair width for different LODs. Trim strands or scale them down for distant views, lowering GPU workload. Configure these settings in the Groom asset or culling options. This ensures performance scalability across distances.
- Simplify the Hair in Blender: Before exporting, reduce children or strands in Blender’s hair particle settings via the Hair Converter add-on. For example, halve strands per card to lower counts (e.g., 10k instead of 20k). Adjust segments for shorter hair to cut simulation costs. This pre-optimization lightens the groom’s performance impact.
- Material Optimization: For hair cards, use Masked blend mode over Translucent for faster rendering in UE5’s Deferred Renderer. Enable dithered LOD transitions to avoid pop-in. Reduce opacity layers in dense Daz hairs to minimize overdraw. These tweaks enhance rendering efficiency significantly.
- Use Lower Poly Versions: Select lower-density Daz hair versions if available, or decimate the card mesh in Blender while preserving UVs. Fewer triangles improve performance directly. This is effective for real-time applications with strict budgets. Careful decimation maintains visual quality.
- Collisions and Physics Tuning: Disable hair self-collision or reduce solver iterations to save CPU resources, especially if intersections are unnoticeable. Limit collision checks to essential areas like ponytails. Lower update frequency for physics further optimizes performance. These adjustments balance realism and efficiency.
- Houdini for LODs: Houdini users can generate card impostors or simplify grooms for LODs using custom tools. Convert Daz hair to grooms and create optimized versions for varying distances. This advanced workflow enhances performance for complex scenes. It’s ideal for high-end optimization needs.

What are the differences between Daz 3D hair and native groom assets in Unreal?
Understanding the distinctions between Daz 3D hair and Unreal’s native groom assets clarifies their use in UE5 workflows. Below are the key differences:
- Hair Structure: Daz hair typically uses hair cards—textured polygon strips for efficient rendering. Native Unreal grooms are strand-based, with thousands of curves imported via Alembic for realistic dynamics. Strands offer superior visual fidelity and movement. Cards are lighter but less dynamic.
- Materials: Daz hair cards rely on texture maps (color, opacity, specular). Native grooms use procedural hair shaders based on strand parameters like melanin, avoiding traditional textures. Converted Daz grooms adopt Unreal’s shader, discarding original textures. This shifts to a geometry-based rendering approach.
- Physics and Rigging: Daz hair may use dForce or remain static, while Unreal grooms leverage UE5’s groom physics system. Converted Daz grooms gain dynamic simulation, often surpassing Daz’s capabilities. Native grooms, like MetaHuman hair, are pre-tuned for real-time physics. Daz hair may need post-conversion tweaks.
- Level of Detail and Performance: Daz hair cards render faster with fewer polygons, suiting lower-end hardware. Native grooms, with high strand counts, demand more resources but offer cinematic quality. Grooms require LOD optimization for games, unlike cards. This trade-off balances performance and realism.
- Creation Workflow: Daz hair is crafted for Iray renders using tools like ZBrush, while native grooms are designed for real-time via Maya XGen or Blender particles. Converted Daz hair aligns with native grooms but may need strand density adjustments. Native grooms are optimized for Unreal’s solver from the start.
How do I bake and style Daz 3D hair for cinematic use in UE5?
For cinematic work (using Unreal Engine for rendering films or high-quality cutscenes), you might have slightly different priorities – consistency and visual fidelity outweigh real-time performance. Here are some tips on baking and styling:
- Styling the Hair: Style Daz hair in Blender’s Particle Edit mode before exporting, combing or cutting strands for desired shapes like windswept looks. Export as a static Alembic groom to set the initial pose in Unreal. Disable physics for fixed styles or enable subtle motion. This ensures the hair matches cinematic vision.
- Baking (Caching) Simulation: Use UE5’s Niagara Groom Simulation Cache to record hair physics for consistent playback. Cache the simulation during sequence playback to stabilize motion, ensuring compatibility with motion blur in Movie Render Queue. This prevents flickering in high-quality renders. Epic’s documentation details the caching process.
- High Quality Render Settings: Enhance hair rendering in Movie Render Queue with extra anti-aliasing or path tracing for superior visuals. Path tracing avoids transparency issues and delivers film-quality results. Increase strand count for close-ups if the groom appears sparse. These settings maximize cinematic output quality.
- Bake as Geometry (if needed): For static shots, export hair as a one-frame Alembic geometry cache, converting strands to fixed curves. This eliminates physics for precise control but is rarely needed. Unreal’s groom cache typically suffices for consistent results. Use this for highly specific, non-dynamic styles.
- Transition between Styles: Simulate style changes (e.g., neat to windswept) via physics forces like wind for smooth transitions. Swapping grooms is less seamless, so prefer dynamic simulation. This approach maintains visual continuity in cinematic sequences. Plan transitions as part of scene choreography.

What are the performance considerations for Daz hair grooms in Unreal Engine?
Performance is crucial in real-time applications. When using Daz hair as grooms in UE5, consider the following:
- Strand Count and Complexity: High strand counts (e.g., 40,000) increase CPU/GPU load compared to lower counts (e.g., 10,000). Reduce strands in Blender or use Groom LODs to cull at runtime for better frame rates. Balance density for mid-range hardware or VR. This ensures playable performance without sacrificing quality.
- Physics Cost: Hair physics, running on CPU, scales with character count, making it costly for multiple grooms. Reserve grooms for primary characters, using simpler hair for NPCs. Lower simulation tick rates or disable physics for distant characters. These tweaks reduce CPU overhead effectively.
- Collision Cost: Long hair colliding with body parts like shoulders adds significant cost. Simplify physics assets or disable non-essential collisions (e.g., minor shoulder clipping). Focus collisions on critical areas like ponytails. This optimization minimizes performance impact while maintaining realism.
- Translucency Overdraw (for cards): Unconverted hair cards with alpha layers cause GPU overdraw. Use Masked materials and limit card layers to reduce fill rate strain. Nanite’s limitations with masked materials make optimization critical. These steps enhance card-based hair performance.
- Groom Rendering Cost: Strand rendering, though optimized, is affected by strand thickness and lighting. Adjust strand width for balance and disable hair shadows or use simpler shadow methods. Fewer lights reduce GPU load. These settings optimize rendering efficiency.
- Platform Differences: Grooms perform well on high-end PCs/consoles but struggle on older platforms or VR due to stereo rendering demands. Fallback to hair cards for lower settings. Maintain a card-based LOD for compatibility. This ensures scalability across hardware.
- Memory: Alembic grooms consume memory for strand data and runtime buffers. Monitor usage with high strand counts or multiple hairstyles. Optimize strand counts to stay within memory budgets. This prevents performance bottlenecks in complex scenes.
Where can I find high-quality Daz 3D hair compatible with Unreal Engine?
Sourcing high-quality Daz hair assets for Unreal Engine, particularly for groom conversion, requires careful selection. Below are key options to ensure compatibility and realism in MetaHuman workflows:
- Daz 3D Store (Strand-Based Hair): Daz’s dForce Strand-Based Hair category offers high-quality, individual strand-based models, ideal for realistic Unreal grooms. Products like those from Oso3D or Linday, labeled “dForce Hair,” convert well but may need strand count simplification for performance. These require Daz Studio 4.12+ for strand support. Browsing the store for “Strand-Based” ensures optimal groom conversion results.
- Daz 3D Store (Traditional Hair): Traditional hair card-based models for Genesis figures are abundant and convert effectively if chosen wisely. Opt for well-textured, simpler styles like long hair or ponytails, avoiding complex updos with multiple meshes. Popular hairs with defined shapes yield better grooms. Community forums highlight successfully converted models for guidance.
- PixelHair Collection: PixelHair provides Blender/Unreal-optimized hairstyles, serving as a Daz alternative. Available on marketplaces like BlenderMarket, these assets are designed for MetaHuman integration, offering ready-to-use grooms. Their marketing emphasizes Unreal compatibility, ensuring reliable results. PixelHair is ideal for styles not found in Daz’s library.
- Unreal Marketplace & External: The Unreal Marketplace offers groom and hair card assets tailored for UE, requiring minimal conversion. External sites like CGTrader provide hair models, some as Alembic grooms, but verify usage rights. These assets are Unreal-ready, simplifying integration. They complement Daz hair for diverse styling options.
- Community Resources: Free Unreal community grooms, like those in Epic’s Digital Humans or MetaHuman samples, provide high-quality references. While not Daz-based, they demonstrate groom standards for MetaHumans. These assets can be studied or repurposed. They offer valuable insights for groom creation and attachment.
- Creating Your Own: Crafting custom hair in Blender or Maya allows tailored Unreal grooms. Blender’s particle hair system enables style sculpting for export as Alembic grooms, mirroring PixelHair’s approach. This method suits unique hairstyles unavailable commercially. It demands grooming expertise but ensures precise results.

Are there tutorials or tools for converting Daz hair for Metahuman workflows?
Several tutorials and tools guide the conversion of Daz hair for MetaHuman workflows in Unreal Engine. Below are key resources to streamline the process:
- Daz 3D Forums Tutorial: A Daz forum tutorial, “[Tutorial] Daz hair to Unreal Grooming System (via Blender pit stop),” details conversion using a Blender add-on, including the script download. Community feedback in the thread offers additional tips. This resource is foundational for understanding the workflow. It’s ideal for beginners seeking a clear starting point.
- Jay Versluis (WP Guru) Videos/Articles: Jay Versluis provides accessible guides, including a YouTube video, “Attaching Hair with a Socket – Daz to Unreal,” and a blog on Daz hair to Unreal grooms. His multi-part series offers step-by-step visuals, perfect for visual learners. These resources clarify complex steps. They ensure practical application of conversion techniques.
- YouTube Tutorials: Searching “Daz to Unreal hair groom” on YouTube yields relevant videos, such as “HOW TO use DAZ3D HAIR with METAHUMANS.” Smaller creators share detailed workflows, including reverse processes like MetaHuman hair on Daz models. These videos reinforce the conversion steps. They provide diverse perspectives for troubleshooting.
- PixelHair Tutorials: PixelHair’s creators, Yelzkizi, offer tutorials for integrating their hairstyles with MetaHumans, applicable to any groom. Steps like Blender shrinkwrap and Unreal attachment mirror Daz workflows. These guides enhance material and binding techniques. They simplify the groom export process.
- Epic Documentation: Unreal’s official docs, like the “Hair Rendering and Simulation Quick Start Guide” and Alembic groom import guidelines, explain groom data expectations. Though not Daz-specific, they clarify Unreal’s groom system mechanics. These resources deepen technical understanding. They ensure proper import settings for grooms.
- Blender to Unreal Tutorials: Generic Blender-to-Unreal hair export tutorials cover particle hair to Alembic workflows, applicable to Daz conversions. Using Blender 3.6 and updated scripts avoids older version issues. These tutorials align with UE5’s requirements. They provide foundational knowledge for groom creation.
- Community Discords/Forums: Unreal and Daz Discord communities and forums address conversion issues, like groom attachment or Alembic import errors. Common fixes, such as disabling “Show Emitter” in Blender, are shared. These platforms offer quick solutions. They connect users with experienced practitioners for support.
FAQ
Below are some frequently asked questions related to transferring and using Daz 3D hair in Unreal Engine and MetaHuman workflows:
- Do I have to use Blender to convert Daz hair to a groom, or are there alternatives?
Blender with its hair conversion add-on is the most accessible and free method for converting Daz hair to a groom. Alternatives like Maya XGen, Ornatrix, or Houdini with an HDA exist but demand more expertise. These involve manually creating hairs or automating conversion, which is complex. Blender’s community-proven script makes it the recommended choice. - Is the Daz to Unreal Bridge plugin enough to bring hair into UE5 as groom?
The Daz to Unreal Bridge imports hair into UE5 as a static mesh with textures, not as a strand-based groom. It provides a solid starting point with correctly placed, textured hair. To achieve a dynamic groom with physics, you must convert the hair separately using tools like Blender and Alembic. The Bridge alone lacks strand conversion functionality. - Can I keep using the Daz hair as hair cards instead of converting to groom?
You can use Daz hair as hair cards in Unreal by exporting via the Bridge or FBX, retaining opacity maps and Daz appearance. This approach is performance-friendly but lacks dynamic movement unless rigged or simulated. Hair cards may appear less realistic up close, yet they suit game projects prioritizing performance. Enhance materials with two-sided shading for better results. - How can I transfer Daz dForce strand-based hair to Unreal?
Exporting Daz dForce strand-based hair involves enabling Viewport Line Tessellation in Daz to convert strands to geometry, then exporting via FBX. In Blender, convert the resulting mesh strands to particle hair using the converter add-on and export as Alembic for UE5. This preserves the detailed strand structure for a high-quality groom. Reduce strand count before export to manage performance. - My imported groom hair is showing up as a static mesh or doesn’t import as a groom. What did I do wrong?
A static mesh import in Unreal indicates missing groom data, often due to not hiding the emitter in Blender or failing to export particles as hair. Ensure only hair strands are exported in Alembic with Particles → Hair enabled. Use Blender’s standard Alembic exporter and version 3.6 for compatibility. Correct settings trigger Unreal’s Groom import options. - The Daz hair groom is attached to my MetaHuman, but it clips through the body. How can I add collision?
Assign the Groom Component to the MetaHuman’s Skeletal Mesh Component in the blueprint to use the character’s physics asset for collisions. Enable Collision in the Groom asset and verify the physics asset includes head and shoulders. Increase collision radius or add capsules if clipping persists. Ensure Enable Simulation is active to prevent static clipping. - Can I swap a MetaHuman’s hair with a Daz hair easily?
Swapping MetaHuman hair with a Daz groom is straightforward in the MetaHuman Blueprint. Replace the existing Groom Asset with your Daz groom or add a new Groom Component if the original is a static mesh, hiding the old component. Match the hair material to the MetaHuman’s scalp for seamless blending. This process allows easy hair substitution. - Will the original Daz hair textures be used in the groom after conversion?
Daz hair textures, like diffuse and opacity maps, aren’t directly used in converted grooms, which rely on solid colors or gradients. You can manually transfer texture colors to strands in Blender or match them using Unreal’s hair material parameters. Advanced techniques, like baking textures into vertex colors, are possible but complex. Typically, you recolor the groom via the shader. - Which versions of Unreal Engine support groom hair?
Groom hair is supported from Unreal Engine 4.26 onward, with UE5.0 to 5.3 offering progressive improvements. UE5.1+ uses Chaos physics, and UE5.2/5.3 provide stability fixes, like resolving flapping during renders. Earlier versions like UE4.25 don’t support grooms, requiring hair cards. Use UE5.2 or 5.3 for optimal performance. - Where can I learn more or get help if I run into issues with Daz hair in Unreal?
Epic’s hair documentation and Unreal Engine forums offer detailed insights on groom workflows. Daz forums provide Daz-specific Unreal guidance, while Unreal Slackers and Daz Official Discord communities facilitate direct help. Tutorials and guides from community sources further enhance understanding, making Daz hair integration achievable with collective knowledge.

Conclusion
Converting Daz 3D hair for Unreal Engine 5 and MetaHumans involves exporting via bridges, transforming hair cards into strand-based grooms using Blender and community tools, and importing as Alembic into UE5 for dynamic physics and realism. Alignment, scaling, and performance optimization are critical, with PixelHair offering ready-made strand hairstyles as an alternative. For games, LODs or hair cards balance performance; for cinematics, grooming and caching ensure film-quality results. Converted Daz hair matches native Unreal grooms’ capabilities with the right pipeline. Plan workflows, use community resources like scripts and forums, and expect some trial and error. This process enables vibrant, dynamic hair for MetaHuman projects, enhancing both games and cinematic scenes. Happy Grooming!
Sources and Citations
- Daz 3D – Daz to Unreal Bridge (official product description)Daz 3D – Daz to Unreal Bridge
- Daz 3D Forums – [Tutorial] Daz hair to Unreal Grooming System (via Blender pit stop)Daz 3D Forums – Daz Hair to Unreal Grooming System
- Versluis, Jay (WP Guru) – Turning Daz Hair into Groom Hair for Unreal Engine (May 2024)Versluis – Turning Daz Hair into Groom Hair
- Versluis, Jay – Attaching Hair with a Socket – Daz to Unreal (YouTube video, WP Guru)YouTube – Attaching Hair with a Socket
- Epic Games – Using Alembic for Grooms in Unreal EngineEpic Games – Alembic Grooms in Unreal Engine
- Unreal Engine Documentation – Hair Simulation and Rendering Quick Start GuideUnreal Engine – Hair Simulation Quick Start
- Yelzkizi (PixelHair) – PixelHair for Blender & UE5 – Usage TutorialFlipped Normals – PixelHair Usage Tutorial
- Unreal Engine Forums – Groom asset not attaching to a skeletal meshUnreal Engine Forums – Groom Attachment Issues
- SideFX Forums – Powerful HDA for getting Daz figures into game enginesSideFX Forums – Daz Figures HDA
- Reddit – Trying out UE5 in place of Iray for a whileReddit – UE5 vs Iray Discussion
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