Mr Dee
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Mr Dee
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
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Visits: 771
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Sadly we can't import SubD level 3 back into Character Creator due to the missing DRM fbx.key file (same for Obj export) Really bugs me cause I wanted to wrap the SubD level 3 from CC to my sculpt. So for now this is only possible with level 1 So bye bye detail when wrapping with Wrap. I Also tested some highres meshes today in UE. I have a super highres 12 Mil portrait with morph shapes in zBrush which I want to import into UE. Than use Meshmorpher to create all the morphshapes which I want to control with a custom rig. The 12Mil version could be imported as a normal mesh and performance was good, but it looks truley awfull. Also the nanite version was crappy.
After some back and forth from zbrush, SubD level 3 with around 200.000 points works great. But still there is a lack on smoothing. This information is not imported with the mesh in UE. This is even more noticable with the SD4 mesh and 800.000 polnts from zbrush. Skin feels/looks a bit hard. If you look closely at the attached images you can see this hardness. Espacially around the eyes. I saw some examples on Twitter from Unity which does support HD meshes. Have to look it up.) Looked really awesome. Pores and everything!
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Bassline303
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Bassline303
Posted 2 Years Ago
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Last Active: 2 days ago
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@Mr Dee , did you test displacement maps in 8k or higher?
Reallusion added "Displacement" in the new CC_Shaders : CC4 :
Edited
2 Years Ago by
Bassline303
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Mr Dee
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Mr Dee
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 66,
Visits: 771
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@baseline303
Damn! That’s seems to work awesome. I’m just awake, but hardly can’t wait to try it out today!! Really want to see the backend of this shader from Reallusion.
I thought displacement was dead since Nanit was introduced in UE 5 and could only be baked ‘destructable’ with UE’s own edit tools.
Thanks for the info again! I’ll keep you posted
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Bassline303
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Bassline303
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
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Visits: 14.2K
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Some CC4 HD (Sub-D2) Tests , I am astonished that UE5 plays it with 100 fps realtime :
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rosuckmedia
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rosuckmedia
Posted 2 Years Ago
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Hi Bassline is there a simple solution, I don't have Zbrush and I don't have Wrap. Greetings Robert
Edited
2 Years Ago by
rosuckmedia
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TonyDPrime
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TonyDPrime
Posted 2 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
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Displacement with UE5's WPO (World Position Offset) is kind of like a "Displacement-Lite", as it has no Tessellation component to smooth out the edges for finer details. So, now you need a really really high resolution mesh to come even close to what could have been computed in the past by UE4's Tessellation-Displacement, which was like most other 3d apps having Tessellation + Displacement. In UE5 now, in most cases on a skeletal mesh, without the possibility of Tessellation smoothing, WPO is way to jagged to give any meaningful detail. If UE one day gets in-engine subdivision for our skeletal meshes, then maybe, but that still has yet to come. Also, this is all UE's doing, nothing RL can do about it.
Looking at it, if UE had left in the animatable Tess+Displacement, it likely would have chugged UE5 when used...the FPS paradigm would have struggled with both handling ultra HD Nanite meshes + an animatable Tess+Displacement high compute cost. When UE said Nanite deprecated Tessellation-Displacement, it probably was a nicer way of saying new elements of the UE5 paradigm can't handle UE4's Tess-Displacement. Anyway, for our skeletal mesh purposes, it would be like saying elbow-noodles + ketchup deprecates a real Spaghetti alla Putanessca. WPO is there, but not as good.
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Bassline303
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Bassline303
Posted 2 Years Ago
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@Tony , correct ! 😁 It works very well with very high definition static meshes. Also to make it look really good you have to use Path Tracing for the detail shadows.
Edited
2 Years Ago by
Bassline303
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Bassline303
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Bassline303
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.8K,
Visits: 14.2K
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Mr Dee
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Mr Dee
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 66,
Visits: 771
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Just watched this session from Unreal Fest. Ozone Rig Studio has realtime SubDivision in Unreal Engine. Hopefully this will be natively embedded in UE. https://youtu.be/pNjiiIuJMqc
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nildoessa
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nildoessa
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 269,
Visits: 1.8K
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Hey Guys.. I just ran into an issue that made me think.. and i hope some of you can help me understand.. I'm doing a project in ue and the client wanted some crowd in the bground.. so i thought.. lets use that matrix crowd sample to do that.. and it worked great.. only thing is.. the characters were being rendered with a bad splotch on the clothes..so after fiddling around..i noted that in the project settings i had virtual shadows maps on and ALSO raytraced shaodws... when i turned of raytraced shadows.. the splotches were gone.. but i lost shadows on a mapped plane with a video and some bground buildings.. so my question.. (and please me to explain like i am layman ) when exactly to use over another and how to have BOTH systems on and keep my shadows on mapped planes with alpha?
Edited
2 Years Ago by
nildoe
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