The TressFX library is AMD’s hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high-quality, realistic hair and fur.



High quality anti-aliasing

Samples and documentation

Autodesk® Maya® plugin

Open source, MIT license

A character with hair rendered using TressFX is in a field
Screenshot from Chinese Martial Arts game 逆水寒(Justice) courtesy of NetEase

Meet TressFX 5.0!

This brand new version of TressFX has been developed for Unreal Engine 4.26 and 4.27, though we will support UE5 in the next revision.

In this version, we have improved the Maya exporter to handle more complicated animation assets, with support for up to 16 binding bones. We have also improved the asset editors and visualization tools. Lastly, we have enhanced light handling for TressFX, including cast/receive shadow implementation support for more rendering features in UE4 (TAA, SkyLight, Marschner Shading Model) which are more compatible with the Unreal Engine rendering pipeline.

To access the links below, you must be a registered Unreal Engine developer with access to the Unreal Engine GitHub repository.

Watch the video

If you’d like to know more about UE4 TressFX 5.0, watch our brand new video presentation (opens in YouTube) which goes into much more detail. You can also download the slides.

Unreal Engine 4 TressFX 5.0

Watch our video explaining what UE4 TressFX 5.0 is, and how to use it. TressFX is designed to simulate and render realistic hair and fur.

Introducing SUA - demonstrating AMD TressFX

We are very excited to present On Mind Inc‘s Digital Human SUA. 

SUA TressFX Unity
Watch OnMind Inc's SUA on YouTube in a new window


Video: Chinese Martial Arts game 逆水寒(Justice) by NetEase has a stunning use of AMD TressFX

Play Video
Example of different colors for root and tail
Images courtesy of NetEase

Are you an Unreal Engine developer?

The Unreal version of TressFX now supports 4.26.

A character with hair rendered using TressFX
Screenshot from Chinese Martial Arts game 逆水寒(Justice) courtesy of NetEase

Version history

  • Hair is skinned directly, rather than through triangle stream-out.
  • Signed distance field (SDF) collision, including compute shaders to generate the SDF from a dynamic mesh.
  • New system for handling fast motion.
  • Refactored to be more engine / API agnostic.
  • Example code includes compute-based skinning and marching cubes generation.
  • DirectX 12 support.
  • The biggest update in TressFX v3.1.0 is a new order-independent transparency (OIT) option we call “ShortCut”. It has bounded memory and potentially higher performance than the full per-pixel linked list (PPLL) method. Note, though, that it does not give quite the same quality result as the PPLL method, and thus represents a memory/performance vs. quality tradeoff.

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