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Blender Auto Setup

Posted By Victor.Soupday 5 Years Ago
Rated 4.8 stars based on 17 votes.
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Victor.Soupday
Victor.Soupday
Posted 4 Years Ago
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That's going to take some untangling. I take it everything is purple in the blend files?
When transferring blend files, they really should be set to use relative paths, preferably with packed images. That solves most of the problems. But if that's not what you've got...

Some questions:
Does each blend file come with it's own folder with it's own textures?
Or is just one big glob of blend files and textures?
Are the image paths in the blend files absolute full paths or relative paths? (Can you give some examples of the image paths?)
(It could be possible to reconstruct the original file path structure, so paths in the blend files are correct.)
macklawrencefilms
macklawrencefilms
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Hello! I am desperate for help. We are working with many blend files being transferred over drobox. Find external missing files in blender makes all characters have the same material. I have tried updating the character fbx path and clicking rebuild materials. That works sometimes but not ofter. what is the trick to relinking textures quickly? please tell me there is a  way :/

Mack
BigSkyMG
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Thank you for the prompt reply, Victor! Switching to Christensen-Burley removed the dark eyeliner. Do you have any idea why I still get an overwhelming subsurface color around the eyes? I've tried changing the subsurface color, the subsurface radius, and the subsurface scale, and it still seems to be pretty noticeable. In these two photos, it looks like the dark eyeliner from Random Walk has been replaced with pink instead (it's more obvious in the first photo, but it's there in the second one as well):

https://forum.reallusion.com/uploads/images/77a1e79a-d6e9-4696-be0e-0bae.pnghttps://forum.reallusion.com/uploads/images/aa0ff71e-46cd-42fd-a14f-6568.png
leandromeire
leandromeire
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Ok, Victor. I think it´s not complicated to do in Blender. I´ll try to link both. Thanks.
Victor.Soupday
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leandromeire (2/22/2022)
Hi guys. 
After export the character, I have access to expressions by changing parameters in Shape Keys, right?
I´m trying these expressions and noticed that changing Eyebrow expressions, don´t move the 3D object Eyebrow.

...

I discovered something about it: if I select the 3D Eyebrow, and chance the same parameter, it changes the 3D eyebrow. Is there any plan to connect these two parameters?                               


Tricky one this.

Each mesh has it's own set of shape keys which are set and animated independently.
Even when each mesh is playing exactly the same shape key track, it will only update the currently active object in the viewport when changing parameters.

Added complications are that there is no one mesh that contains all the shapekeys that you could use as a master shapekey track for all the objects in the character.

To keep changes to expressions synchronised across the objects in the character there would need to a be some kind of expression system that sets the shapekey tracks for each object, but at that point is this not just duplicating iClone's facial puppet system? Potentially useful to do in Blender, but a whole lot of work to implement.
Victor.Soupday
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BigSkyMG (2/23/2022)
...One issue that I can't seem to fix, though, is that when I import the characters with Cycles materials and render them in Cycles, every character ends up looking like they have eyeliner on...


Now that you've pointed it out, I see it happening in all characters in Cycles X.

It seems to be a problem with the Random-Walk subsurface scattering method. Blender 3.0+ switched over from Christensen-Burley as the default method over to Random Walk, which unfortunately seems to randomly walk into neighbouring transparent materials without taking opacity into account... so it's blending the eyelash colours into the skin around the edges of the eyelashes as if the eyelashes where solid and opaque.

(I think this is also why the eyebrows look too thick in the problem above).



A solution is to set the subsurface scattering method to Christensen-Burley in all the skin materials Std_Skin_Head/Body/Arm/Leg


I think I will need to specifically set the subsurface method back to Christensen-Burley when building the materials. Random-walk is causing too many issues.
BigSkyMG
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Thank you very much, Victor, for making such an amazing add-on! I'm a Blender novice for the most part, so this makes everything way more approachable and practical for me. One issue that I can't seem to fix, though, is that when I import the characters with Cycles materials and render them in Cycles, every character ends up looking like they have eyeliner on (I think I'm using that makeup term correctly). I've tried changing most of the settings on the Eyelash material, but nothing seems to make any difference. It doesn't show up in the Material Preview view or when I render in Evee - just Cycles (both in the Cycles preview and the actual render). Do you have any suggestions for how I might be able to get rid of the eyeliner/makeup look at the edges of the eyelids:

https://forum.reallusion.com/uploads/images/8d4bec00-d9e5-4f5d-ab15-7fb5.png
https://forum.reallusion.com/uploads/images/c4a07298-8b7b-48f1-b3e1-06b7.png

Any tips would be much appreciated. Thanks!
leandromeire
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I discovered something about it: if I select the 3D Eyebrow, and chance the same parameter, it changes the 3D eyebrow. Is there any plan to connect these two parameters?
leandromeire
leandromeire
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Hi guys. 
After export the character, I have access to expressions by changing parameters in Shape Keys, right?
I´m trying these expressions and noticed that changing Eyebrow expressions, don´t move the 3D object Eyebrow.
leandromeire
leandromeire
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Thank you for you reply, Victor. I tried to fix changing the opacity, but I´d a better solution. I´m making some tests. I´ll post here.
Thanks again.

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