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Am7add9
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Am7add9
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 468,
Visits: 9.3K
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.....
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TonyDPrime
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TonyDPrime
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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I forget this all the time - why does sometimes only the option for the standard shader appear in Auto-Setup with the LQ and HQ shader grayed out....
UPDATE: Per RL, this happens if you do not place a copy of the (1) Content and (2) Plugins from Auto-Setup into the project folder prior to import of the FBX.
But I think Unreal is a bit temperamental with this too. I can't confirm with testing, but it feels like: a- UE4 likes it better it you apply the Auto-Setup folders while UE4 is closed b - Process appears to work better if I have not closed out those annoying UE4 messages about Updating the Project or New Plugins are Available. I leave these open until after the import finishes.
And then it gives that pop-up option box for the "Data Table"...we can just X that out, right?
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TonyDPrime
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TonyDPrime
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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Dies ist einer - Wenn Sie den Shader-Stil (Standard, LQ, HQ) ändern möchten, passen Sie dazu das übergeordnete Element im Material an. Rosuckmedia, das wird definitiv dazu führen, dass die Dinge besser aussehen. Überprüfen Sie Ihre Augen und stellen Sie sicher, dass der Elternteil "RL_Eye_Refractive" (der mit "Refractive") und der "RL_HQSkin" (einer mit HQ) ist. Es ändert die Menüpunkte zum Anpassen des Materials.
Da es derzeit einen von Miranda (RL) und dem Entwicklerteam bestätigten Fehler gibt, werden beim Importieren der FBX mit dem unwirklichen Skelett standardmäßig alle Material-Eltern auf RL Standard eingestellt, im Gegensatz zu den HQ-Eltern (RL_Refractive "und" HQ Skin ". Die Augen sehen beim RL Standard sehr flach aus, ähneln jedoch eher dem Digital Human Shader mit dem RL EyeRefractive. Ich habe die Irisfarbe geändert und festgestellt, dass der Menüpunkt nicht vorhanden war und ich war wie WTF ... und dann sehe ich, dass es nicht refraktiv war, sondern Standard. Also, probieren Sie es auf jeden Fall aus! 
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TonyDPrime
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TonyDPrime
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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Rosuckmedia, noch eine - wenn Sie RL_HQSkin für den Kopf zuweisen, aktivieren Sie dieses Kontrollkästchen es entsperrt / fügt alle für das Gesicht spezifischen Rauheitszonen hinzu (Nase, Wangen etc...)
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animagic
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animagic
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.4K
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Can we keep the discussion in English, please? It's hard enough to get my head around Unreal...:unsure:
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TonyDPrime
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TonyDPrime
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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animagic (2/19/2020) Can we keep the discussion in English, please? It's hard enough to get my head around Unreal...:unsure:Ani, anything you are having a tough time with specifically?
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wendyluvscatz
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wendyluvscatz
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 2.5K,
Visits: 19.4K
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if you are on Chrome, rightclick choose translate will get a popup translate to English (I hope this is not too offtopic for this thread) I use UE4 a lot too but am an iC6 user and have a few different quirky workflows such as using bone mapping in expression editor
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rosuckmedia
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rosuckmedia
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 3.2K,
Visits: 4.8K
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Hello TonyDPrime Thanks for the information, I'll try it out. Thanks for your German text, I know my English is not very good, I always translate everything, so thanks again Many greetings rosuckmedia :):):)
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rosuckmedia
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rosuckmedia
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 3.2K,
Visits: 4.8K
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Hello TonyDPrime All settings from your screenshot, are identical with my settings. Kind regards rosuckmedia:)
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StyleMarshal
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StyleMarshal
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Hey folks , yes we stay in English. @Animagic , nice that you are following :-) I know you are an Unreal Starter , if you have any questions or need a special Tutorial , I will try my best :-)
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