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Message
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hi everyone, Some features you requested have been implemented to the CC version we are currently working on. If you like to get the latest information of what will be coming up next, please subscribe this thread >> https://forum.reallusion.com/FindPost408439.aspxThank you!
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michael.pickering
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michael.pickering
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 46,
Visits: 215
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Hi Miranda,
Thanks to you and the team for all the work on the Unity Auto-Setup Script and the general Unity pipeline improvements, especially for the HDRP! This is definitely moving the product in a great and useful direction!!
I noticed some of the comments about how the script was automatically setting Unity to use a linear colour space. While I appreciate that this was viewed as 'forcing us' to use a linear colour space and thus undesireable, I think there is a real need for a deeper discussion and some guidance around how to ensure that what is seen in CC3 gets mapped as closely as possible into the Unity scene, especially using the HD rendering pipeline. As far as HDRP leading practices go, it seems to me that the basic reason for wanting to use Unity's HDRP is to gain access to its 4K and High Dynamic Range colour rendering capabilities. Thus, while there may indeed be reasons to want to use the HDRP with an sRGB colour space, by doing so we will lose the ability to access the wider, higher dynamic range of colours that are renderable with HDR.
This leads me to my main question about how to setup rendering in CC3 with the goal of achieving reasonably reproducible colours between CC3 and the exported characters after import into Unity HDRP via the automated script. Simply stated, I'm not sure that it makes sense to even try to reproduce the lighting setup I'll be using in Unity inside CC3. However, if HDR and a linear colour space is used in CC3, it seems like colours should be rendered similarly in both environments, barring an unusual lighting setup.
There seem to be many places in CC3 where it's possible to check a box to select an sRGB (narrow and nonlinear) colour space. There are also many places where either Traditional or PB rendering can be chosen. Is there perhaps a way that we can get an 'autosetup for HDR export' script to set or reset all these things at once? Another way of looking at this is, what are the leading practices around setting up CC3 so as to ensure a closer match to the look that will result from exporting from CC3 using the Unity HDRP pipeline and setup script? Are there some cases when Traditional or PB rendering should be chosen to achieve a better result?
TIA!
Mike
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hi Mike, Thanks for addressing out this issue! The current situation is that Unity HDRP uses linear space, while gamma space is not supported. We plan to adjust textures to make the visual look be more consistent in two engines. This will be planned on the next CC patch. Thank you! michael.pickering (4/10/2019) Hi Miranda,
Thanks to you and the team for all the work on the Unity Auto-Setup Script and the general Unity pipeline improvements, especially for the HDRP! This is definitely moving the product in a great and useful direction!!
I noticed some of the comments about how the script was automatically setting Unity to use a linear colour space. While I appreciate that this was viewed as 'forcing us' to use a linear colour space and thus undesireable, I think there is a real need for a deeper discussion and some guidance around how to ensure that what is seen in CC3 gets mapped as closely as possible into the Unity scene, especially using the HD rendering pipeline. As far as HDRP leading practices go, it seems to me that the basic reason for wanting to use Unity's HDRP is to gain access to its 4K and High Dynamic Range colour rendering capabilities. Thus, while there may indeed be reasons to want to use the HDRP with an sRGB colour space, by doing so we will lose the ability to access the wider, higher dynamic range of colours that are renderable with HDR.
This leads me to my main question about how to setup rendering in CC3 with the goal of achieving reasonably reproducible colours between CC3 and the exported characters after import into Unity HDRP via the automated script. Simply stated, I'm not sure that it makes sense to even try to reproduce the lighting setup I'll be using in Unity inside CC3. However, if HDR and a linear colour space is used in CC3, it seems like colours should be rendered similarly in both environments, barring an unusual lighting setup.
There seem to be many places in CC3 where it's possible to check a box to select an sRGB (narrow and nonlinear) colour space. There are also many places where either Traditional or PB rendering can be chosen. Is there perhaps a way that we can get an 'autosetup for HDR export' script to set or reset all these things at once? Another way of looking at this is, what are the leading practices around setting up CC3 so as to ensure a closer match to the look that will result from exporting from CC3 using the Unity HDRP pipeline and setup script? Are there some cases when Traditional or PB rendering should be chosen to achieve a better result?
TIA!
Mike
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michael.pickering
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michael.pickering
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 46,
Visits: 215
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Hi Miranda, There's one more issue that I've noticed that needs to be addressed as part of the documentation of the export pipeline: that is the issue of clothing or skin poking through outer layers. I've been working quite painstakingly on editing the clothing using the CC3 instructions for conforming and hiding inner mesh, but it now appears that the "hiding" doesn't get applied as part of the Export! At a guess, this may work as expected if I apply the "delete hidden mesh" option on export, but this should be called out specifically in the Pipeline documentation. Also I've found that there ARE some differences in the export process depending on whether the Traditional or PB renderer is selected per material in CC3! My initial impression is that this is a potentially useful feature as it can help us get closer to achieving a certain desired look in the 3D Engine, but there needs to be documentation made available that explains how these mappings work.
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hi Mike, The Delete Hidden Mesh function is written in the online manual. May I know your expectation? Thank you! http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/17_Export/Exporting_FBX_Avatars.htmmichael.pickering (4/12/2019) Hi Miranda, There's one more issue that I've noticed that needs to be addressed as part of the documentation of the export pipeline: that is the issue of clothing or skin poking through outer layers. I've been working quite painstakingly on editing the clothing using the CC3 instructions for conforming and hiding inner mesh, but it now appears that the "hiding" doesn't get applied as part of the Export! At a guess, this may work as expected if I apply the "delete hidden mesh" option on export, but this should be called out specifically in the Pipeline documentation. Also I've found that there ARE some differences in the export process depending on whether the Traditional or PB renderer is selected per material in CC3! My initial impression is that this is a potentially useful feature as it can help us get closer to achieving a certain desired look in the 3D Engine, but there needs to be documentation made available that explains how these mappings work.
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michael.pickering
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michael.pickering
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 46,
Visits: 215
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Hi Miranda, My expectation is simple: make it clear that the documented "Hide Mesh" functionality will ONLY work as part of the pipeline export to Unity if the "Delete Hidden Mesh" option is selected. Quite honestly, some kind of option to merge layers into one single layer would work best, and should eliminate all the issues with inner mesh layers poking through during animation sequences. Mike
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e1_scheer
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e1_scheer
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 120,
Visits: 1.1K
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Hi, I'm having a couple of issues using the unity importer script. The first one is that the script moves the textures from inside the textures subfolders and moves them under the "textures" folder itself. Is this the normal behaviour? (It feels similar to the earlier bug, where the script moved textures outside the assets folder.) Second issue are double-sided shaders, does the script apply those autmatically or does that need to be done by hand. A third question (not really an issue) is what happens if a part of your character has both specular maps and roughness maps exported in the texture folder. What does the importer script do in that case? Does it take the original shader info from CC3. If so how does it do that? Do you need to check the double sided setting in CC3 for it to export a doublesided material? Not sure if the .fbx format supports it. (just thinking out loud here ) Thanks for your help !
Edited
5 Years Ago by
e1_scheer
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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michael.pickering (4/22/2019) Hi Miranda, My expectation is simple: make it clear that the documented "Hide Mesh" functionality will ONLY work as part of the pipeline export to Unity if the "Delete Hidden Mesh" option is selected. Quite honestly, some kind of option to merge layers into one single layer would work best, and should eliminate all the issues with inner mesh layers poking through during animation sequences. MikeHi Mike, sorry for my late response. I got your point, but I'm not sure if there is any other considerations to have this kind of design. I will bring your suggestion to Dev Team, and see if there is anything we can do to make it more intuitive. (document is not intuitive enough) Thank you!
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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e1_scheer (4/23/2019) Hi, I'm having a couple of issues using the unity importer script.
The first one is that the script moves the textures from inside the textures subfolders and moves them under the "textures" folder itself. Is this the normal behaviour? (It feels similar to the earlier bug, where the script moved textures outside the assets folder.)Hi e1_scheer, It's a normal behavior, not like the bug in the previous version to move the texture files even they are outside CC_Assets folder. Second issue are double-sided shaders, does the script apply those autmatically or does that need to be done by hand. It's automatically set up to be double sided except for the skin. A third question (not really an issue) is what happens if a part of your character has both specular maps and roughness maps exported in the texture folder. What does the importer script do in that case? Does it take the original shader info from CC3. If so how does it do that? Do you need to check the double sided setting in CC3 for it to export a doublesided material? Not sure if the .fbx format supports it. (just thinking out loud here ) Thanks for your help ! Those textures are named with Pbr, Tra when exporting, so they will be properly applied to the right channels by the auto-setup script. *Tra means traditional textures like Specular
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greluk.a
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greluk.a
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 5,
Visits: 344
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What about Unity 2019 and HDRP 6.5.3? Is support planned? There are tow bugs First: Prefabs not created. But it is not much important Second: Unity crashed with error "guid is uninitialized". This is becouse created wrong guid in *.Fbx.meta. For example:
externalObjects: - first: type: UnityEngine:Material assembly: UnityEngine.CoreModule name: Std_Cornea_L_Pbr second: {fileID: 2100000, guid: 00000000000000000000000000000000, type: 2} - first: type: UnityEngine:Material assembly: UnityEngine.CoreModule name: Std_Cornea_R_Pbr second: {fileID: 2100000, guid: 00000000000000000000000000000000, type: 2} Materials and animations are ok. Any idies about it? Maybe hotfix will help with this bugs.
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