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CyberFybrous
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CyberFybrous
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 40,
Visits: 265
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Nevermind.
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StyleMarshal
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StyleMarshal
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 2.1K,
Visits: 13.6K
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TonyDPrime (9/6/2022) One of the most brutal things to look at with CC3Plus in UE5 is the teeth. They look quite jagged indeed! Low poly teeth was always a major issue with Genesis 8 figure ,exported as FBX, to to other programs. Which is why the Diffeo developer avoided FBX entirely and enables Blender to recognize the native Daz “.duf “ format instead

But what has me confused is, I thought Live link was “hosting” the Iclone Avatars in UE. Are you telling me that the Iclone Avatar ( which I assume is tessilated in iclone), is having his tessilation ignored by the live link plugin??
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TonyDPrime
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TonyDPrime
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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One of the most brutal things to look at with CC3Plus in UE5 is the teeth. They look quite jagged indeed!
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TonyDPrime
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TonyDPrime
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
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You know, as much as I like Meta Humans, I would be happy to abandon them if RL came out with an HD character that matches the look of MH. .
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 2.1K,
Visits: 13.6K
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I don't know, does Diffeomorphic addon allow for import of subdivided HD meshes into Blender from Daz, or only regular base level poly with the Blender user then replying on Blender's own subd to smooth out the jagged character elements..
With Diffeo When you prepare a genesis figure or( any content )for export you don’t actually “export” a FBX or anything. you save the scene along with some file called a DBZ.
in Blender you load that Daz native scene file directly via the Diffeo N panel. There is an option to save and HD version of the Daz scene in the “DBZ file that tells blender to use something called a multi-res modifier from which you can Bake the hi rez data to normal maps etc etc.
But I dont use the HD option as it is too heavy for animation I only need the JOINT CONTROL MORPHS and blender subD Smoothing.
Both copies of the girls ,in my earlier pic, are using blender native SubD only for smoothing. The Diffeomorphic version looks better because of better looking joint deformations, emulation of the volume based subsurface scattering of Daz Iray and it retains clothing details from Daz Studio.
Epic understands that players will accept how game characters look for performance. the Metahumans were specifically created for filmakers it would seem.
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TonyDPrime
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TonyDPrime
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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AutoDidact (9/2/2022)
At best CC3 subdivision only smooths the character's jagged edges. The Diffeomorphic addon uses Blenders powerful driver system to trigger joint correction morphs on the Imported Daz Characters at the shoulders/elbows& knees when bent. Without joint correctives even subD wont help much, except to smooth the jagged vertices as you can see with the Blender pipeline/CC imported version of the same genesis 8 figure. Also the clothing fits better and retains details as you can see on the lower part of the swim suit. And , of course Diffeo completely supports the import of non biped creatures/mechs and complete environments. with accurate shader conversion for cycles or EEVEE so I get consistent quality with every scene element.
Using UE5, there is no Tessellation. Epic had it in UE4, but foresaw that with their Nanite high-poly-handling tech, it eliminated the 'need' for tessellation. But what happened is that now every jagged character coming through the door into UE5 can't be smoothed out. So you would imagine that we want to be able to simply export out a subdivided character. What Daz and Meta Human actually further reveal is that more than just smoothing, a subdivided character opens up the opportunity for that HD character to have HD details. I don't know, does Diffeomorphic addon allow for import of subdivided HD meshes into Blender from Daz, or only regular base level poly with the Blender user then replying on Blender's own subd to smooth out the jagged character elements.
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 2.1K,
Visits: 13.6K
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At best CC3 subdivision only smooths the character's jagged edges. The Diffeomorphic addon uses Blenders powerful driver system to trigger joint correction morphs on the Imported Daz Characters at the shoulders/elbows& knees when bent. Without joint correctives even subD wont help much, except to smooth the jagged vertices as you can see with the Blender pipeline/CC imported version of the same genesis 8 figure. Also the clothing fits better and retains details as you can see on the lower part of the swim suit. And , of course Diffeo completely supports the import of non biped creatures/mechs and complete environments. with accurate shader conversion for cycles or EEVEE so I get consistent quality with every scene element.
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TonyDPrime
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TonyDPrime
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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AutoDidact (9/1/2022)
You know, quite frankly it looks sloppy to have UE5 pumping out this amazing detail and then we have these jagged-edged characters in scene. It comes off like you didn't put the effort in to achieving fine detail your scene. It makes you look incompetent.It comes off like you didn't put the effort in to achieving fine detail your scene. It makes you look incompetent. The harsh truth of the matter is that even in Blender with subD modifiers applied, the,CC3/4 bases “quality issues” have convinced me to switch back to Daz native Genesis and the Diffeomorphic Blender pipeline for animation. Not just for human bipeds but Alien creatures an quadripeds as well I still use Iclone and 3DX to combine and edit my base layer mocap before exporting directly to blender to retarget to Genesis using the free EXPY kit add-on or the built in uber retargeter that comes with Auto rig pro for my custom ARP rigs. I recently realized that it makes ZERO sense to “transpose” a Daz Character into a CC avatar just to send a lesser quality lookalike back out to Blender ,Now that I have I direct pipeline from Daz to Blender with access to my massive Imotion/Mixamo libraries right inside Blender.

The Daz paradigm is very interesting in that it shows the fuller potential of subdividing. Because in Daz you (1) subdivide, and then you (2) use that subdivision to apply HD morphs to your characters. At best CC3 subdivision only smooths the character's jagged edges.
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 2.1K,
Visits: 13.6K
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You know, quite frankly it looks sloppy to have UE5 pumping out this amazing detail and then we have these jagged-edged characters in scene. It comes off like you didn't put the effort in to achieving fine detail your scene. It makes you look incompetent.It comes off like you didn't put the effort in to achieving fine detail your scene. It makes you look incompetent. The harsh truth of the matter is that even in Blender with subD modifiers applied, the,CC3/4 bases “quality issues” have convinced me to switch back to Daz native Genesis and the Diffeomorphic Blender pipeline for animation. Not just for human bipeds but Alien creatures an quadripeds as well I still use Iclone and 3DX to combine and edit my base layer mocap before exporting directly to blender to retarget to Genesis using the free EXPY kit add-on or the built in uber retargeter that comes with Auto rig pro for my custom ARP rigs. I recently realized that it makes ZERO sense to “transpose” a Daz Character into a CC avatar just to send a lesser quality lookalike back out to Blender ,Now that I have I direct pipeline from Daz to Blender with access to my massive Imotion/Mixamo libraries right inside Blender.

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