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Tips & Tricks for Unreal Engine 4

Posted By StyleMarshal 6 Years Ago
Rated 5 stars based on 2 votes.
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charly Rama
charly Rama
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Hello guys, I 'm sure it was already asked here but I don't find it, how to have exactly the same hair as in CC3 to avoid this. Auto setup seems not to auto set up things :) when I animate hairs become really ugly

Can't we have this original good hairs ?
https://forum.reallusion.com/uploads/images/830355e0-b8ae-481d-8ba9-f45c.jpg

and not this ?

https://forum.reallusion.com/uploads/images/c11b1722-46e0-4949-8d74-892a.png


     


nildoessa
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Thanks alot Bassline.. definetely solved it!

BTW... regarding that issue of clothing poking thru.. it was a bug in the alembic file generated by MarvelousDesigner... installing latest version MD10 6.0.579 , fixed the issue :)

Nildo
TonyDPrime
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charly Rama (4/25/2021)
Hello guys, I 'm sure it was already asked here but I don't find it, how to have exactly the same hair as in CC3 to avoid this. Auto setup seems not to auto set up things :) when I animate hairs become really ugly

Can't we have this original good hairs ?
https://forum.reallusion.com/uploads/images/830355e0-b8ae-481d-8ba9-f45c.jpg

and not this ?

https://forum.reallusion.com/uploads/images/c11b1722-46e0-4949-8d74-892a.png


Is that a SmartHair or a Daz hair, or an older CC3 hair...
A couple of totally different things could easily be the main influence to how it looks in iClone - ie DH Shader coloring setup, vs PBR-based texture map, 

So, what you could do is set up the hair like a Smart Shader, and then see if that transfers over, because if texture map based, the 2d texture map may not be set as active yet, or something, in the material settings for the hair in UE4.
You are best served by messing with all the settings in UE4, and not struggling with first making it look good in CC3/iClone.

PS - yes, mesh hair sucks without PathTracing. 
Remember, Unreal is real-time raytrace, which is not necessarily same as real-time Path Trace.  Unless you dare to set Unreal to that - as it has many bugs with sub surface yet, and is slower- you will have to mess with the settings until you get what you like.

The reason why Daz Iray hair looks so good is because it is Path Traced.  Each faux-strand on the mesh is calculated like it was a strand, which is why 'complex'/'good' hair can absolutely obliterate render times in Daz.

OR - you can use a groom.  Take the ones from the MetaHuman and use those on the CC3 character, for added fun/headache
TonyDPrime
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In the MetaHuman discussion video, another thing hinted at was that the Groom developer teams have some ideas on how they can make the Groom hairs less heavy on the scene.
This would be fantastic.
charly Rama
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Okay, thank you. It's a old CC3 hair , I'm going to turn to the groom's trail


     


TonyDPrime
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I find that LLink does NOT like info just 'broadcasted'.  It wants to see data keyed onto the timeline.
So, if I set a facial expression at Frame 0 and run it to Frame 1000, in iClone it will hold that expression. 
But LLink will drop it after Frame 0 because it has no reference for that expression beyond Frame 0....it needs it keyed in al the way up to Frame 1000.


StyleMarshal
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TonyDPrime (4/25/2021)
I find that LLink does NOT like info just 'broadcasted'.  It wants to see data keyed onto the timeline.
So, if I set a facial expression at Frame 0 and run it to Frame 1000, in iClone it will hold that expression. 
But LLink will drop it after Frame 0 because it has no reference for that expression beyond Frame 0....it needs it keyed in al the way up to Frame 1000.




With keep state too ?

https://forum.reallusion.com/uploads/images/28283fc2-f78d-4506-a175-ccdf.png
TonyDPrime
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Bassline303 (4/25/2021)
TonyDPrime (4/25/2021)
I find that LLink does NOT like info just 'broadcasted'.  It wants to see data keyed onto the timeline.
So, if I set a facial expression at Frame 0 and run it to Frame 1000, in iClone it will hold that expression. 
But LLink will drop it after Frame 0 because it has no reference for that expression beyond Frame 0....it needs it keyed in al the way up to Frame 1000.




With keep state too ?

https://forum.reallusion.com/uploads/images/28283fc2-f78d-4506-a175-ccdf.png


Bassline, that is a component of the sequencer you are showing, not a component of LiveLink as broadcasted from iClone to the UE4 viewport. 
But there is actually more to this, what I am referring to is not the typical LLinked avatar from iC7 to UE4, it is a relay from iC7 to the MetaHuman Face BP that you gave...I should have clarified that.  I think it works different. 

StyleMarshal
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oops... :)
TonyDPrime
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You know what is weird, Take Recorder doesn't record an animation for the EditoActiveCamera when doing Camera Switch from iClone. 
It can be broadcasted to the UE4 viewport as an active view, but it is not recorded by the Take Recorder, and this cannot be rendered out.

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