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Unity Auto Setup

Posted By Victor.Soupday 4 Years Ago
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chadfranklin47
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Hello and thank you for all your effort with CC3 and Unity. I have been struggling to get my character to look right in an indoor scene and it's the hair and eyes (sometimes the shoes with transparent material) that are giving me trouble. I would like to use SSGI, but when I enable it, the hair and eyes receive light from the skybox and ignore the local reflection probe. This isn't a problem with the gradient sky used in your preview scene as it has no ambient lighting, but with any "real" sky, the problem exists. I'm not sure whether the problem is with Screen Space Global Illumination, the Reflection Probes, transparent materials, or something else that I'm missing. Any help would be appreciated.

I have attached a few screenshots to illustrate the issue.
Screenshot 1 is with Reflection probes and SSGI enabled.
Screenshot 2 is with Reflection probes disabled but SSGI enabled. (looks similar with SSGI also disabled but with less shading in occluded areas)
Screenshot 3 is with Reflection probes enabled and SSGI disabled.

I am using the 2021.2 version.


https://forum.reallusion.com/uploads/images/2ceeca55-242b-4fb5-baee-8917.jpg

https://forum.reallusion.com/uploads/images/102c02c5-7832-4e56-a525-5a49.jpg
https://forum.reallusion.com/uploads/images/47751f05-6e56-4d07-832e-2f46.jpg
GamesAlchemist
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Thank you very much for the response, I spent the day messing around with the lighting and settings and It's looking a lot better than it was in scene. I think it just needs a bit more tinkering.
The AO on the game base eyes material slider needed adjusting to make the eyes visible for some reason, I will have to delve deeper into the mask as this may be the issue. 

My main concern now is the rotation on the facial bone and jaw root. The game base conversions do not match the high poly rotations/ so when you use your open and close mouth the game base imports invert there jaws into there faces. 

I know this isn't an issue with your importer but just thought I'd give you a heads up if you didn't already know this.

I don't think these characters will talk as they are pedestrians but just new to importing into cc3 to unity and I'm unsure if this will effect any other characters that do talk if I decide to animate them or use mocap? the open close mouth in cc3 works as normal on both game base and hp non converted. 

Your plugin is awesome thanks for all the hard work :)

Victor.Soupday
Victor.Soupday
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@chadfranklin47 Have you generated/regenerated the lighting from the lighting window?

I can get a similar effect where the transparencies react too strongly to ambient light with SSGI and reflection probes, but regenerating the lighting seemed to fix it.
Victor.Soupday
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tobias_959505 (12/3/2021)
My main concern now is the rotation on the facial bone and jaw root. The game base conversions do not match the high poly rotations/ so when you use your open and close mouth the game base imports invert there jaws into there faces. 

I know this isn't an issue with your importer but just thought I'd give you a heads up if you didn't already know this.

I don't think these characters will talk as they are pedestrians but just new to importing into cc3 to unity and I'm unsure if this will effect any other characters that do talk if I decide to animate them or use mocap? the open close mouth in cc3 works as normal on both game base and hp non converted.


It not an issue to worry about, the bones in the Gamebase/Lod skeleton have different roll orientations. When animating properly the bones are rotated relative to their parent bones. I'm setting the absolute world-space Euler angles directly which is the wrong way to do it, it was just a quick way to get it working at the time.
chadfranklin47
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Edit: sorry for such a long post, but I wanted to give as much info as possible.

Thanks for your response. Just baking the lighting (without lightprobes) didn't change anything for me, but with Light Probes did.

My hope was to use Ray-Traced Global Illumination at render time and SSGI during development time as it is faster, and the docs state "It is a more accurate alternative to Screen Space Global Illumination, Light Probes and lightmaps." This gave me the impression that it is a replacement for all of these, but even with RTXGI the hair and eyes glow in the dark (before baking lighting with light probes). One of my reasons for using RTXGI was to hopefully avoid the hassle of baking lighting (and bad results) of light probes.

After baking lighting though, another problem arises with the eyes, the white part of the eyes becomes black as seen in the screenshots below.
All screenshots are after baking the lighting with light probes and with the local reflection probes enabled.

The final 3 screenshots are a comparison between the default auto-setup on the left and Victor.Soupday auto setup on the right. The default auto-setup uses HDRP/Lit for the hair and eyes.
I upped the brightness for all of them to make them easier to see.

Screenshot 1 with RTXGI enabled and the eye occluders active:
https://forum.reallusion.com/uploads/images/9e914517-4db5-4bfb-86c1-76a0.jpg
Screenshot 2 with RTXGI enabled and the eye occluders removed:
https://forum.reallusion.com/uploads/images/727df988-7ab6-4b78-ab52-0c5a.jpg
Screenshot 3 with SSGI disabled completely and with the eye occluders removed:
https://forum.reallusion.com/uploads/images/e35689cf-e3c1-4ebe-9db8-7f0d.jpg
Screenshot 3 with the brightness turned up (I guess this seems normal):
https://forum.reallusion.com/uploads/images/cae90369-6fc1-4a5d-a193-8bcd.jpg
Screenshot 2 with the brightness turned up. (to properly show how black the eyes are compared to the surroundings):
https://forum.reallusion.com/uploads/images/af5fb404-284e-4a94-8258-0513.jpg
Screenshot 6 with SSGI (ray-marching not ray-tracing) and I guess that looks normal. So maybe the problem here is just with ray-tracing:
https://forum.reallusion.com/uploads/images/3752423b-067b-471a-95ef-f089.jpg


Comparison:
Screenshot 7 with SSGI:
https://forum.reallusion.com/uploads/images/dcc70ef1-f785-408e-ae26-dcd4.jpg
Screenshot 8 with RTXGI:
https://forum.reallusion.com/uploads/images/79996f9f-b933-453f-ada2-f5c6.jpg
Screenshot 9 with SSGI disabled completely:
https://forum.reallusion.com/uploads/images/3c3c7f3c-352d-49a0-9047-1d7e.jpg
mikekan13
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Does this work with InstaLod? If so what settings are needed on CC3 export. My current results look like this:
https://forum.reallusion.com/uploads/images/4357137c-1c31-489e-89da-a11e.png
chadfranklin47
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Also want to report another issue I found with the eye shader corner shadows. When the character is in full darkness, they seem to display some artifacts. Also happens when it is just dark enough. Here's a vid & screenshot:

https://forum.reallusion.com/uploads/images/79dee96c-b272-4893-8217-a654.jpg

Another issue is the scalp picking up the ambient light as seen in these screenshots. When it picks up the ambient light, it also makes it a lot easier to see the curvature of the scalp through the hair:

https://forum.reallusion.com/uploads/images/81c3f0a2-dfa8-4eee-928e-76a8.jpg
https://forum.reallusion.com/uploads/images/7e957a2f-1572-411d-ab81-be2c.jpg

I'm also seeing an issue after enabling contact shadows with the eyelashes and the scalp (only with raytracing enabled for the contact shadows on the light components as well as raytracing enabled in the volume). On the left is a character imported with the default CC3 importer and on the right is with this version:
Also still not sure why the eyes perform so poorly in my lighting setup compared to the default importer using HDRP/Lit.
https://forum.reallusion.com/uploads/images/da51cc11-151e-4ba2-b951-d2bd.jpg
https://forum.reallusion.com/uploads/images/e9a17742-8428-4a58-8e1f-6818.jpg
Victor.Soupday
Victor.Soupday
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chadfranklin47 (12/3/2021)
Screenshot 8 with RTXGI:
https://forum.reallusion.com/uploads/images/79996f9f-b933-453f-ada2-f5c6.jpg


That looks like the Ray tracing is causing issues with the SSR in the eyes. When that happens it just doesn't draw the Cornea material at all, and just shows the underlying Iris (Eye_L/R) material, which is all black with the just the iris showing.

(Curiously, the IRay renderer in CC/iC does something very similar when the character is too far away from the 0,0 point.)

You can either fight the SSR settings or just turn off the Refraction the Cornea materials of the eye. (Set the Refraction Model: None)

But on top of that Ray Tracing does not support vertex animation, which the eyes use for iris depth. Which is probably why the eyes aren't working well with Ray traced Contact shadows.

You could try using the Bake function with Eye refraction and custom shaders turned off:
https://forum.reallusion.com/uploads/images/4c7958e2-95df-47c1-84b7-4d62.png

This will generate a prefab with fully baked materials using nothing but HDRP default shaders (HDRP/Lit, HDRP/Hair) and no vertex manipulation. It will probably be a lot easier to debug and might be more compliant with the Ray Tracing / SSGI setup you want.

The contact shadows on the eyelashes and scalp is odd, but probably down to one of the material settings as they both just use the HDRP/Lit shader. Compare the differences in the material settings in the Eyelash material from both setups.

Edit: Enabling alpha clipping on the eye-lash material should fix the contact shadows issue there, just a small amount of alpha clip should do it, such as: 0.05. It might also work on the scalp for the hair line contact shadows.

Edit 2: Now that I think about it: If you were in Blender I would say you need more transparency bounces to penetrate all the transparent layers in the hair and the eye-lashes. There are two layers of eyelash, and more in the hair meshes. Are there any settings that limit the number of transparencies Unity will ray trace through?
Victor.Soupday
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mikekan13 (12/3/2021)
Does this work with InstaLod? If so what settings are needed on CC3 export. My current results look like this:
https://forum.reallusion.com/uploads/images/4357137c-1c31-489e-89da-a11e.png


It should work with InstaLod, but are you using the LOD Group prefab it generates, or is that the Fbx dropped into the scene?
chadfranklin47
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Thanks for all the help. I'm not sure of a setting that limits the number of transparencies that light will penetrate. The only thing I can think of is the "Bounce Count" but that applies to all surfaces, not just transparent ones.

Is there anything that can be done to prevent the scalp from picking up the ambient light?

Also, one more thing with the eyes. I have lined up 3 characters side by side in the screenshots below. All screenshots are without any ray tracing or SSGI.
Left is High-Quality shaders, Middle is baked with "Eye - Refractive" and "Bake - Custom Shaders" unchecked as per your instructions, and right is the default CC3 auto import.
The eyes all look good in the lighting setup you have in your preview scene. But when I add a Directional light with a "real" skybox, the eyes just feel a bit dull when compared to the default eyes, especially in low light scenarios. Is this normal or something that can be improved?
The high-quality eyes look similar to the baked eyes in the 2nd picture if I remove the eye occluders that seem to glow in the dark.
https://forum.reallusion.com/uploads/images/2ddc021e-3e21-43b3-8eee-b31b.jpg

https://forum.reallusion.com/uploads/images/5577803c-b653-4282-98fc-15e9.jpg
https://forum.reallusion.com/uploads/images/7deb8a36-7003-406c-afab-6028.jpg

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