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Blender Auto Setup

Posted By Victor.Soupday 5 Years Ago
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Victor.Soupday
Victor.Soupday
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Somethings clearly going wrong.


Can you post some screenshots of the material nodes for that hair materal, as I don't have that hair builder package, so I can't check this myself:

Ideally I would need to see these sections:

https://forum.reallusion.com/uploads/images/f5322cd1-8d9f-4d7d-b9e6-b830.jpg

https://forum.reallusion.com/uploads/images/78eb8f70-6de1-4139-a9ad-0aa8.jpg

https://forum.reallusion.com/uploads/images/8807c0f7-51eb-4987-9e99-bd5a.jpg


Smit_R
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Yeah, off course.

Here are the screenshots.I can also send you the .blend file if you want by WeTransfer.

https://forum.reallusion.com/uploads/images/aa10af57-813c-4d90-95a8-6c33.jpg
https://forum.reallusion.com/uploads/images/2087d9ca-abda-48a0-a8a4-f0fb.jpghttps://forum.reallusion.com/uploads/images/fd681f19-4f86-4691-8cc9-bfe4.jpg
Victor.Soupday
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I think I know what it is...

The material looks right. Everything is there and connected. But It looks like the alpha channel texture is wrong somehow, because I think there's a UV mapping (mirroring/tiling and/or offset) going on in the diffuse & opacity.

If you import the character just using the default FBX importer (not the add-on), are there any mapping nodes attached to the diffuse (or any other) textures of that hair material?




Smit_R
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Here are the default fbx import shaders.

Hair:
https://forum.reallusion.com/uploads/images/57b875fa-2794-49b1-a88e-0011.jpg

Scalp:
https://forum.reallusion.com/uploads/images/deec04cf-865a-4197-a592-00be.jpg

Sidenote: Later on I've tried several/most hairstyles from the Hair Builder package and I must conclude it's actually working with most of those styles. Just some have this issue.

Thanks again.
Victor.Soupday
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If there were any special UV tiling or offsets the base FBX importer would pick up on it and add mapping nodes.

There's only one thing left to rule out, does the problem hair mesh have more than one UV map? If it's trying to render with the wrong UV's that could cause the problem.
4u2ges
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Is that possible to add tiling to the mix (I know it getting passed to FBX).
Also displacement and tessellation. This one is tougher, because I am sure material tessellation info is not getting exported.
I am not even sure how to apply tessellation for a material in Blender (the way we do it in iClone), other than separating it from the rest of the object and applying subdivision and displacement modifiers.

The reason I am asking is, that I have imported a scene (attached to the character - iClone > CC >Blender).
Came through fine for most of the materials, except tiling and displacement of course. Plus some quirks here and there. Had to fix all those manually.
Blend maps did not go through either.
I know it has nothing to do with your pipeline since it was created mostly to import characters, but have you been thinking about making a full featured import routine from iClone to Blender?
Thanks

iClone
https://forum.reallusion.com/uploads/images/aaf7141a-ef64-4472-abb7-eba8.jpg

Blender

https://forum.reallusion.com/uploads/images/b0b3171d-ea58-4a33-89f5-e25d.jpg





Smit_R
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Hi Victor, the imported meshes have just one UV map. :(


 
animagic
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4u2ges (8/5/2021)
I know it has nothing to do with your pipeline since it was created mostly to import characters, but have you been thinking about making a full featured import routine from iClone to Blender?

+1 :D


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

Victor.Soupday
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Smit_R (8/5/2021)
Hi Victor, the imported meshes have just one UV map. :(


You're not embedding the textures in the FBX export from CC3 are you? There's a strong possibility it's picking up the wrong opacity map with embedded textures especially if two have the same names.

With embedded textures, they are locked away in the FBX and I have no access to them. The add-on tries to match the textures based on what was in the originally imported materials by the base FBX importer, but I don't trust the FBX import to do that correctly and recommend never to embed textures.
Victor.Soupday
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4u2ges (8/5/2021)
Is that possible to add tiling to the mix (I know it getting passed to FBX).
Also displacement and tessellation. This one is tougher, because I am sure material tessellation info is not getting exported.
I am not even sure how to apply tessellation for a material in Blender (the way we do it in iClone), other than separating it from the rest of the object and applying subdivision and displacement modifiers.


A lot of information is lost to the FBX, the roughness, metallic, ambient occlusion, displacement, blend map... no tiling, offset or strength data for any of these.

No tessellation information is there, but even then in CC3 mesh displacement and tessellation is done on a per material basis whereas Blender can only do subdivision modifiers on on a per object basis, even then the subdivison required to achieve the same effect as a high level of tessellation and displacement would be extreme.

There is the displacement socket on the material output, which does per material displacement, but this mostly acts as a bump map.


The reason I am asking is, that I have imported a scene (attached to the character - iClone > CC >Blender).
Came through fine for most of the materials, except tiling and displacement of course. Plus some quirks here and there. Had to fix all those manually.
Blend maps did not go through either.
I know it has nothing to do with your pipeline since it was created mostly to import characters, but have you been thinking about making a full featured import routine from iClone to Blender?
Thanks


In a sense I'm working on exactly this. I'm going to switch the loose material group nodes over to a more shader based model closely resembling the Reallusion shaders in CC3/iClone. i.e. The entire shader will be contained in one node group, which is much easier to assign textures and parameters to.

This could also allow for some Cycles / Eevee specific shader outputs to address some of the issues.

I can then move away from the single character import pipeline and import lots of things at once or separately and keep track of them all.

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