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Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 4.8 stars based on 17 votes.
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Blender Auto Setup

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Victor.Soupday
Victor.Soupday
Posted 4 Years Ago
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Can confirm, the Biker Vest in the Cloth Templates->Shirts->Biker Vest is broken and causes this error.

Curiously, the Biker Vest in the DH Sample character works fine. If you have this sample character you can save the vest into your custom clothing templates and that seems to work without issue:

76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/d715ecc6-0b5f-4977-a355-5c6b.jpg
Victor.Soupday
Victor.Soupday
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Release: 1.0.2
1.0.2
  • Fixed Eevee subsurface scattering settings:
    • Reworked shaders to allow for direct application of subsurface radius to Principled BSDF nodes.
    • Only the default values in the subsurface radius socket are used in Eevee rendering.
    • As such, Eevee does not support inputs to subsurface radius and so shader and parameter code needed to be re-written to accomodate this.
    • Cycles unaffected by this.
  • Fixed node group upgrade code that incorrectly renamed existing node groups and did not properly replace old shader/node groups with new ones in existing blend files.
1.0.1
  • Added render target preferences setting for Cycles and Eevee.
  • Added cycles specific shaders for hair, tear-line and eye occlusion.
1.0.0
  • Moved all shaders over to new shader model.
  • Streamlined parameter and shader code to be data driven, rather than hard coded.
  • Character, Object and Material parameters now stored independently for each character import.
  • Json data parser to automatically set up all shader parameters.


Eevee Subsurface Scattering
I didn't realise this until recently but due to Eevee limitations, inputs to the subsurface radius socket never actually did anything as they are ignored. (Blender Docs on supported Nodes). All material shaders have been re-arranged to allow the add-on to control the subsurface radius socket default values directly.

Subsurface radius and falloff parameters should work fully now for both Eevee and Cycles.


Cycles Tuning
Something I have been meaning to do for a while now, is tune some of the material setups for Cycles. Because of recent developements in Blender 2.93 with the much better adaptive sampling and de-noising in the viewport means I have been able to make a start on this.

You can tell the add-on to use the Cycles materials in the Preferences or the Build Settings panel:
76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/5fc30e44-e588-4498-96af-1f53.jpg

After build the materials with this settings to Cycles, it changes the hair, the eye occlusion and tearline shaders.
  • The Hair shader now uses Cycles anisotropic highlighting based on the smart hair Flow maps.
  • The Eye Occlusion shader is now made fully transparent. The Eye occlusion mesh is mainly there to emulate ray traced shadows and occlusion effects that Eevee cannot easily do. As such is it not needed for Cycles and made the eyes look too dark.
  • The Tearline shader adds a mix shader with a Glossy BSDF to make the specular highlights of tearline show up more in Cycles.
Here's a ridiculously close up Cycles render of the eye to demonstrate:

76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/a356d505-cdf8-4b59-9cc2-f4d3.png


Test Cycles Renders
And finally some Cycles test renders. These where all rendered with 128 samples, adaptive sampling and denoising turned on, at their defaults. They took 2-3 minutes each to render. (On the CPU as GPU Compute crashes my video card constantly...)

76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/1aeff7e1-cb67-455a-b218-5911.jpg

76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/e6d59a9a-f0e3-4b72-b58d-eda3.jpg

76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/f804ee35-48fb-4ca9-8cc6-d8f4.jpg

I usually don't go in for Cycles, but Blender 2.93 does a nice job of it.
oonabe
oonabe
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great update, I didn't even konw there was a cycles/eevee material import feature

Btw, do you know how to control the shaders responsible for make-up? When I import my character into blender it works fine, but I'm using K-Cycles X for faster rendering now and I need to adapt some of the materials, like eye occlusion. But for the make-up in the eye lids I'm having an issue I cannot find out how to solve. If you look at this picture you can see there is some sort of color issue around the eyes, there shouldn't be those abrupt skin color changes around the eyes, and I guess it might be some transparency value not working as expected in the make-up layer. I couldn't really understand where this shader is in the model, do these have specific names or locations?

76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/6bed5846-6cac-4c42-9e6f-ab21.png

This is the original picture in normal cycles renderer, as you can see the make-up in the eyes should look smooth on the skin
76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/c97c57e5-9bb4-4cfd-a807-495b.png
Victor.Soupday
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There is no make-up layer or make-up shader. All make up from skin-gen is baked into the skin textures.

But that's not the problem you're having. The coloured outline you're seeing is from the eyelash mesh. Check the Opacity settings on the eyelash material of the cc_base_body object, the Alpha Strength should be 1. Make sure it's set to alpha hashed in the material settings (or if it already is try one of the other blend modes). Maybe lower (or turn off) the specular parameter.

Seems odd that it's drawing the hair correctly, which is a much more complicated mesh and shader than the eyelashes, which are trivially simple in comparison.
oonabe
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It is weird because after trying different parameteres and changing values in the shading tab the only thing that seems to remove it is detaching the subsurface map from the head texture, not the eye lashes, if you look at the picture with the problem there are also some weird lines in the nose exactly between the eyes, so it seems like K-CyclesX messes up with the imported textures somehow, because I don't have this problem in regular cycles. I am trying to send the blend file to the developer of K-CyclesX so maybe he can see what's wrong there and if it's something that depends on his add-on so he might be able to correct it on the next update.

Anyways thanks for the hints, I also thought it could be the eye lashes but it seems like it's something else
Victor.Soupday
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You could try putting a little bit of subsurface in the eyelash material. It's drawing the hair properly and that has subsurface so maybe enabling it in the eyelash will fix it. Transparencies without subsurface on top of subsurface materials can sometimes produce strange artefacts, putting subsurface in the transparency too can sometimes fix it.

Setting the Subsurface input of the eyelash material's Principled BSDF node to something really small like 0.01, enough to enable Subsurface but have almost no effect. That might fix it.
SioraFede
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Thank you for the useful information and feedback. Now I want to ask something else. Is there a proper workflow to import an animated character into blender with the linked prop? I attach an example image: in iClone the character is holding the rapier as a prop linked to her hand. I select both the character and the prop and export the mesh + motion to blender but as you can see the rapier is shifted. Both animations work, but the prop is not in the right position. I tried to reposition it manually but it is a pain and even if the starting position is correct, then it shifts by itself during the animation, so maybe I am using the wrong workflow. Do you have any suggestion about it? Thanks76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/d3aab807-5d34-46a9-b969-caf4.png

oonabe
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is someone else having issues since the latest CC3 / iClone7 updates?

I cannot see any material settings in the blender add-on under "Material Parameters" anymore after importing with cycles build and scalps are showing a shiny reflective material now
amtenorio2000
amtenorio2000
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Yes, my problem is similar to yours, oonabe. I will place a detailed description of the problem I having exporting to Blender
amtenorio2000
amtenorio2000
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I am doing some animations in iClone 7 designing characters in CC3 v3.44 and then, sending them to iClone v7.93 (pipeline). My project includes three characters, two of my own design and an actor core, all of them human. My human characters use the headshot plugin and Hair Builder and Professional outfits.

I export my characters to Blender by selecting all them and use the export option from the iClone's file menu (Export FBX).

Then I am importing the FBX in Blender 2.93. For this I am using the CC3 tools blender plugin (version 1.0.2).
My projects were being exported to Blender 2.93 without problems until two weeks ago, but since yesterday, I noticed that an error is now showing when I try to import any project in Blender with the plugin:
Python: Traceback (most recent call last):
File "C:\Users\amten\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\cc3_blender_tools-main\importer.py", line 689, in modal
self.run_import(context)
File "C:\Users\amten\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\cc3_blender_tools-main\importer.py", line 581, in run_import
self.import_character()
File "C:\Users\amten\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\cc3_blender_tools-main\importer.py", line 467, in import_character
self.import_characters = detect_characters(self.filepath, type, imported, json_data)
File "C:\Users\amten\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\cc3_blender_tools-main\importer.py", line 349, in detect_characters
chr_cache.character_id = character_keys[index]
IndexError: list index out of range

location: <unknown location>:-1

In the displayed characters several materials show incorrectly in Blender: face skin transparent, hair with plastic aspect, transparent clothes.

I also tried the new version of the CC3 Tools plugin (1.1.0), but here is the same problem and also I notice now that in this new plugin it is not easy to locate the option for rebuild the materials (which this time does not work for correcting the problem). I saw in previous projects this problem seemed to be related with textures and shaders, and by rebuilding the materials throught the plugin use to correct several issues, but this time it does not work either.

Since the last time I exported from iClone without problems it has been a pair of updates of iClone.

I tested the problem in my two authorized computers (Windows 8.1 and Windows 10) and the problems are identical.

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