TressFX logo

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.


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

TressFX is a powerful hair solution. It is very fast, very realistic, and supports high quality rendering.

OnMind Inc

Hyung il Kim

CEO, On Mind Inc.

  • Viewers who cannot access YouTube, please use this link to Zhihu.


High quality anti-aliasing

Samples and documentation

Autodesk® Maya® plugin

Open source, MIT license


Chinese Martial Arts game NetEase 逆水寒(Justice) - another stunning use of AMD TressFX

Play Video

Are you an Unreal Engine developer?

The Unreal version of TressFX now supports 4.26.

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.

Our other effects

Shadow Denoiser

AMD FidelityFX – Denoiser

AMD FidelityFX Denoiser is a set of denoising compute shaders which remove artefacts from reflection and shadow rendering.


A multithreaded CPU library for deformable material physics, using the Finite Element Method (FEM)

Cauldron Framework

Radeon™ Cauldron is our open source experimentation framework for DirectX®12 and Vulkan®.


The DepthOfFieldFX library provides a GCN-optimized Compute Shader implementation of Depth of Field using the Fast Filter Spreading approach.


GeometryFX improves the rasterizer efficiency by culling triangles that do not contribute to the output in a pre-pass. This allows the full chip to be used to process geometry, and ensures that the rasterizer only processes triangles that are visible.


ShadowFX library provides a scalable GCN-optimized solution for deferred shadow filtering. It supports uniform and contact hardening shadow (CHS) kernels.