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subdivision level

Posted By iron001 5 Years Ago
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iron001
iron001
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I am trying a demo version.Is there a way to reflect the subdivision level applied to the iclone model to the unreal side?
Scyra
Scyra
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In Unity I am using phong tessellation from an asset store shader to achieve a performance-friendly (for triangulated meshes), very convincing subdivision approximation. Unreal assuredly has this feature as well.



CC3 & Daz Tricks | CC3 to Unity workflow

iron001
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Thank you for the information that subdivision can be done with "tessellation".
I applied “CC Setup” to the human model transferred to UE4.
I applied the body material to “Skin_Body_Pbr_HQ_Inst” and examined its detailed parameters.
I found the items "Tessellation Level" and "Tessellation Mask Map".
However, changing this value does not seem to change the display.
How can I get the effect of tessellation?
https://forum.reallusion.com/uploads/images/236f596b-c00b-4c0c-a9c7-d16a.jpghttps://forum.reallusion.com/uploads/images/e05e94af-f6e2-4617-8abf-1782.jpghttps://forum.reallusion.com/uploads/images/f6ebbed8-1a3a-4e19-ac4d-d8df.jpg
iron001
iron001
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The problem has been solved!
When “Tessellation”-“D3D11Tessellation” in “RL_HQSkin” material details is set to “PN Triangles”, subdivision is reflected.
Thank you very much!

https://forum.reallusion.com/uploads/images/0b201340-6ab0-422b-8349-61d4.jpg

https://forum.reallusion.com/uploads/images/f6ca734e-46c9-4f9a-80e9-2d64.jpg
Scyra
Scyra
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Wow, those geometric patterns are very impressive. Thanks for sharing; it will help others.



CC3 & Daz Tricks | CC3 to Unity workflow




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