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What's New in iClone 7.6 & 7.61

Posted By Tony (RL) 5 Years Ago
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Hewa' s Art
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Nice update RL!
 I love this..Batch Render, only get selected UV maps. Interpolation for Toon Shader... Smile
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5 Years Ago by Hewa' s Art
Tony (RL)
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Hi Mike, 

About the 64bit 3Dxchange, currently, we don't have a plan yet but will consider it in the future.

Kelleytoons (8/30/2019)
While it's nice we can import OBJ/FBX into iClone, since it still uses 3DX we are still stuck with 32bit issues (namely, texture sizes and vertex counts can keep things from coming over even though iClone can handle them just fine).

We still need 3DX to be 64bit -- PLEASE consider just recompiling (would only take an hour or so -- you MUST have that much time in your dev cycle).




                                                          
Tony
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Tony (RL)
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It will be available in the next major patch: iClone 7.7.

wildstar (8/30/2019)
And about the new updates on native engine??? next month ?




                                                          
Tony
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Tony (RL)
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The Batch Render will use the original render settings from each iProject. 

toystorylab (8/31/2019)
Nice new features!

Batch Render...
How do determine the render settings??




                                                          
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Peter (RL)
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AutoDidact (9/1/2019)
I admit to being confused.

 A post by an RL staff member, several months ago, seemed to indicate that many of the features of 3DX are to be rolled into Iclone itself.giving the impression that 3DX is reaching end of life as an option.


Can you share a link to this post because I'm not aware that it has ever been stated by RL that 3DXchange 7 is to be discontinued. Ermm


                                                                

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wildstar
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actualy i am divided on iclone native render engine and another options like toolbag, unity , unreal,
after years of testing and deep study i know what i want from a render realtime  engine. 
i having many problems to use iclone with unity . and the visual resources  i win on unity in place to use iclone today are not too much.
things i lose when use iclone. 
smoth soft shadows, ( iclone shadow system is better than native unity realtime shadow system or unreal realtime shadow system, but 
when compared with custom scripts like next gen softshadows for unity. or toolbag native softshadows.   iclone shadows looks like a bad game engine from 90's years. 
reflection probes + screenspace reflections - this give amazing results we really dont need raytracing reflections from rtx cause the entire comunity still using GTX and low end GTX, so if reallusion just make iclone run like unreal with VXGI ( post effects + vxgi )will be amazing. 
TAA for render frames, TAA is perfect for deal with realtime DOF and extreme reflective surfaces. and give a amazing antialiass and is realtime! its not like supersampling actual used by iclone. 
deep raw collor in exr (32 or 64 bits color space )
PERFORMANCE! iclone need be more fast to render frames, need to be like unreal and unity just copying frames on screen to the disk.

 things i lose when use unity . 
VXGI! its better than Unity realtime GI,  and is amazing for dinamic light , characters etc. 
POPCORNFX , fast  and easy more than unity native shuriken particle system . 
it will be amazing if reallusion just say whats is going on with the new features. comming on next patch
people are talking bullshits like 8k shadow maps .. 
wildstar
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resuming, i having s problems with iclone characters FBX or alembic - FBX if i try make my own simulations with cloth inside unity
using iclone avatars. or trying use alembic sequences from iclone. or just try syinc alembic hairs/cloths with fbx characters on unity timeline
its just dont working. its many headache for me , i starting considering really using iclone native render for my projects. 
wildstar
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i talking about the sofcloth simulations problems on this post https://forum.reallusion.com/420822/Sync-Alembic-and-FBX-files-inside-Unity-Solved

exporting iclone characters to any game engine is easy and fast, i dont have problem with that, but when i try to make my own hair/cloth simulations using iclone characters inside unity is really a problem. or if i try sync fbx characters with alembic hair/cloth simulations on unity timeline, looks like i am is the unique guy on world trying do that. cause no one knows how to solve that. 
Colonel_Klink
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While I applaud the new features in the suite of applications I'm deeply disappointed that the drag and drop obj and fbx feature requires 3DX Pipeline... the upgrade from pro to pipeline just to be able to drag and drop those files just doesn't justify the upgrade price in my opinion even for members. Looks like I'll be stuck with using 3DX 6 pipeline for a while. Sad


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AutoDidact (9/1/2019)


 I personally think this would be a good thing so why add the ability to import .obj & FBX directly into iclone proper,yet still with a dependency on the presence 3DXchange?

Why is it not possible to just have the option to: File/import/.obj the way it is done in every major 3DCC and even lower end consumer Character applications like Poser & Daz studio??.


Exactly... even a free modeler like Blender can import obj and fbx... why the dependency on 3DX  if the ability to drag and drop these files directly into iClone is there. The less steps, and external applications, to get animating in iClone the better, I would have thought.



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