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Unity Auto Setup

Posted By Victor.Soupday 4 Years Ago
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Unity Auto Setup

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1711873140
1711873140
Posted 2 Years Ago
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46% of original size (was 1094x823) - Click to enlarge
I don't know if you have noticed the grid on the character's skin, with diagonal textures on the face. I accidentally eliminated it before, but I don't know how to do it
1711873140
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46% of original size (was 1094x823) - Click to enlarge
I don't know if you have noticed the grid on the character's skin, with diagonal textures on the face. I accidentally eliminated it before, but I don't know how to do it
Victor.Soupday
Victor.Soupday
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1711873140 (10/15/2023)
46% of original size (was 1094x823) - Click to enlarge
I don't know if you have noticed the grid on the character's skin, with diagonal textures on the face. I accidentally eliminated it before, but I don't know how to do it


If that's URP you might be using the URP10 version of the tools (for Unity 2020.3-2021.1) in the URP12 pipeline and above (Unity 2021.2+). URP12 introduced a depth normal pass, which if missing causes those moire pattern artifacts in the lighting and shadows. Or you could turn off the depth normals in the rendering settings for your quality level.
dan.goyette
dan.goyette
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Hi there,

I just wanted to make a couple of nice-to-have feature requests, in case these are relatively simple to do.

1) Don't delete _Extracted meshes when reimporting

The tool currently deletes and recreates new game objects for _Extracted meshes, like hair. This means that anything having a reference to one of the _Extracted objects will lose the reference if the character is reimported. Ideally the tool wouldn't delete/recreate these game objects, and instead update the existing one if one is already there. Currently, any time I reimport a character, I need to go clean up various broken references. And any components/child objects added to the _Extracted game objects will also be lost.

2) Avoid/consolidate redundant textures

This is probably significantly more challenging, but maybe you have a suggestion as to how I might work around this. I've noticed that there are many textures that are essentially shared/identical between different characters. For example, MicroN maps, teeth maps, etc, seem to be identical between characters. This results in significantly higher memory usage, since each of these characters essentially has a copy of the same textures, rather than all using the same actual texture. Ideally there would be a way to detect this, and to instead assign a "common" texture to the materials, rather than each material referencing its own distinct duplicate copy of each texture.

Hopefully that make sense. Here's a screenshot of a tool that identifies duplicate files in my project, and it finds a lot of redundant/duplicate textures that would ideally be unified to only a single copy of each texture.

46% of original size (was 1094x823) - Click to enlargehttps://forum.reallusion.com/uploads/images/48f82f2d-13a0-440e-b06c-dae0.png

Thanks.
dprassel
dprassel
Posted 2 Years Ago
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Is the 3D (Built-In Render Pipeline) able to use the DEFERRED Rendering Path?

I noticed transparency issues when on DEFERRED; only able to get it looking normal in FORWARD.

Is there a work around for this?
Or a specific shader I should try for compatibility with Hair+Deferred?
(Tried Amplify+Default)
dan.goyette
dan.goyette
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I ran into a minor issue with the LOD Combiner tool. It looks like the Bounds for the LOD Renderers aren't being set properly, due to the RootBone of the SkinnedMeshRenderer being null/reset. For example, on the left you can see the LOD FBX model, which shows a proper bounding box around the character. When I use the Merge tool to combine this into the full-res model, the Bounds values are wrong, because the Bounds are relative to the RootBone, which gets cleared out:

46% of original size (was 1094x823) - Click to enlarge

Reassigning the same RootBone to the joined SMRs corrects the bounds. 

I'm not sure whether the LOD Combiner can assign the correct RootBone to the SMRs, or at least recalculate the bounds after combining.

dan.goyette
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One other very minor thing: The Icon colors of many of the icons you're using seem to be exactly the same color as the default Unity background for the "Light" editor theme. This causes the icons to be pretty much completely invisible for people using the light theme. You can see where I've circles there's actually a grey icon there, but it's not visible:


Maybe those grey icons can be darkened or lighted a bit so they show up against the background.
dan.goyette
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One kind of minor thing with the LOD Combiner: It doesn't really work well with Hair Physics. I have hair physics configured on my Full Resolution model/prefab. Upon using the LOD combiner, the resulting prefab has the colliders on it, but it doesn't have the Collider Manager script on it, which requires a fair bit of manually work to set everything up again. I'm not really sure if the Collider Manager can be set up manually, or if it's assumed it's configured by the import tooling?
microblastgames
microblastgames
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I have exported everything correctly, and set everything right just like in the official tutorials, but when I try to use blend shapes, this bug happens.
Parts of the body/face gets darker when moving the sliders (parts that are not connected to the blend shape)

I'm already using the latest version. I have downloaded it again just to make sure and the error still occurs.
I have purchased the software and a lot of clothing, but it's just not usable with this shape keys bugs/shading bugs.

here is the video showing it:
Victor.Soupday
Victor.Soupday
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microblastgames (12/6/2023)
I have exported everything correctly, and set everything right just like in the official tutorials, but when I try to use blend shapes, this bug happens.
Parts of the body/face gets darker when moving the sliders (parts that are not connected to the blend shape)

I'm already using the latest version. I have downloaded it again just to make sure and the error still occurs.
I have purchased the software and a lot of clothing, but it's just not usable with this shape keys bugs/shading bugs.

here is the video showing it:


Can you check the version number of the importer tool? This should be fixed in the current version: 1.6.0.

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