|
Author
|
Message
|
|
Miranda (RL)
|
Miranda (RL)
Posted 6 Years Ago
|
|
Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
|
SWStudio (4/11/2019) I can't select the HQ Shader option in Unreal Engine 4.22 only the standard one works, I tried the same character in UE 4.21 and it works just fine, so there is something wrong or not working with the Digital Human shaders in UE 4.22. It would be great if you could have a look at it.Hi SWStudio, We are unable to reproduce this issue on our side. Please help to check: 1) ff the Content folder is copied to the right directory for this specific Unreal Project.  2) if the plugin is the latest version CC_Character_Auto_Settings_Unreal_4.22_Beta_2.0 If it still goes wrong, please send us the Unreal project file (via Private Message), or record a short clip to let us see the process. Thanks.
|
|
|
|
|
SWGames
|
SWGames
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 7,
Visits: 144
|
I can't select the HQ Shader option in Unreal Engine 4.22 only the standard one works, I tried the same character in UE 4.21 and it works just fine, so there is something wrong or not working with the Digital Human shaders in UE 4.22. It would be great if you could have a look at it.
|
|
|
|
|
Miranda (RL)
|
Miranda (RL)
Posted 6 Years Ago
|
|
Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
|
@Bassline303, they are beautiful!! Look nice in the demo project.
@SWStudio, hair is indeed the most difficult part of visual fine tuning. Can you show us the image? From your words, you can try to enable TAA, or use the standard shader to see if it helps.
@zeoniknights, did you mean the color is auto tweaked during the import?
|
|
|
|
|
zeoniknights
|
zeoniknights
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 2,
Visits: 20
|
Thanks for this but I really wish you had an easy way to change Hair Color. everything going golden for hair in Unreal 4 engine ??? I started with Red or mix.
|
|
|
|
|
SWGames
|
SWGames
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 7,
Visits: 144
|
The hair shader looks very weird to me, it's has a lot of pixels and just dosen't look realistic at all, like it should in digital humans.
|
|
|
|
|
StyleMarshal
|
StyleMarshal
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
|
Hi Miranda ,
The new Script is sooo cool , I did some CC3 tests , see below :-)
|
|
|
|
|
Miranda (RL)
|
Miranda (RL)
Posted 6 Years Ago
|
|
Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
|
Important Considerations- There is only full support for Character Creator 3 G1 and G3 characters with FBX being the primary format of exchange.
- Characters and motions should all be exported from Character Creator. Be aware that characters processed directly from iClone or 3DXchange may need some manual re-assignments for motion re-targeting.
- Please process only one character at a time (including LOD), otherwise you may experience unexpected results. For example, exporting multiple characters can lead to conflicts with identical texture names.
- Make sure to organize different characters into separate folders in Unreal Engine, otherwise there could be conflicts between the various assets with identical names.
- Avoid using reserved key words that are crucial for the plugin's proper operation. These include the following: diffuse - ao - normal - metallic - roughness - glow - specular - transparency - hair - eyelash - ga_skin_body - skin - loop - LOD0~N - displacement - pbr - tra - opacity.
- You can fix the disappearance of morph data by opening up the Content Browser, selecting the skeleton mesh, and click on the Reimport the current mesh button.

- Unreal Engine's PBR shader does not support CC's blend channel.

- Unreal Engine's traditional shader does not support CC's blend and reflection channel.

- The plugin will search for _ORM texture files as a priority which is broken down into it's separate components by taking apart it's RGB channels:
- Red: Ambient Occlusion
- Green: Roughness
- Blue: Metallic

- If the _ORM texture is not found, then the plugin resorts to find separate maps for each material channel.
- LW and HQ shaders are only used for the head and body. Other parts of the body will adopt the LWHQ shader. Note: LW and HQ shaders are not suitable for cloths and accessories.
- LW and HQ shaders are meant for base level geometry and not intended for LOD meshes, in which case, we recommend using the "Standard Shader".

- In Unreal Engine 4.22, the transparency effect is not working when enabling the Refraction option under Ray Tracing Translucency, which is likely to be the defect in version 4.22. The workaround is disabling the Refraction option.

|
|
|
|
|
Miranda (RL)
|
Miranda (RL)
Posted 6 Years Ago
|
|
Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
|
Three Shader Types & CC Shader Usage InstructionsThe CC shader has 3 settings: Standard, LW and HQ shader.  - The Standard Shader is the default Unreal shader which is suitable for non-player characters.
- LW Shader (lightweight shader) uses the Unreal Digital Human shader which is a light-weight shader at the UE Paragon game. It makes improvements for the skin shader while staying efficient, making it suitable for sidekick characters.
- Head & Body: LW shader
- Hair, Eyes, Tongue, Teeth: LWHQ shader
- HQ Shader (high-quality shader) uses the Unreal Digital Human shader which improves upon the appearance of the skin but at cost of system performance. This shader is suitable for the playable characters.
- Head & Body: HQ shader
- Hair, Eyes, Tongue, Teeth: LWHQ shader
CC Shader Usage Instructions (take HQ Shader for head as an example):
- You can find the desired material from the plugin's Skin Shader directory, turn it into a material instance, and move it to the CC_Auto_Setup_Material_Instances folder to replace the original set.
- Edit the material instance and find the source material under General > Parent.
- The plugin will assign the needed textures to corresponding channels.
- Other channel textures have been made into a profile which the plugin will find within the CC_Shaders folder and does not need user input.
- On the top most portion of the Material Instance Editor, you will see several adjustable attributes. Here you have access to advanced settings such a color value, normal strength and reflectivity.
- You can switch materials at any moment by pressing on the CC Setup button on the top tool-bar.

|
|
|
|
|
Miranda (RL)
|
Miranda (RL)
Posted 6 Years Ago
|
|
Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
|
Step 5 - Initialize the plugin and setup the character
Currently there is not way to intelligibly assign the Blend Mode: Masked or Translucent. Therefore we recommend setting everything besides the eyelashes to Masked and only use Translucent for semi-transparent surfaces.  See this tutorial for more details: https://youtu.be/ZSBrR8L2lsA?t=565
|
|
|
|
|
Miranda (RL)
|
Miranda (RL)
Posted 6 Years Ago
|
|
Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
|
Step 4 - Export the motions for the character from CC3
- If you need additional expressions or motions, you'll have to export them from Character Creator.
- Export another FBX including as much motion as you want.

- Take a look at Step 3 for drag and dropping the FBX character file into the Content Browser. If you are bringing a file to update the character motions, then you won't need to use the plugin; In this case, you can skip the CC Setup import options by pressing the Cancel button.

- Use the following configuration for the Unreal Engine import settings. Pay attention to the following parameters:
- Deactivate Import Mesh.
- Set the Skeletonto use the one from the previously imported CC character.
- Select Animated Time for the Animation Length.
- Enable Use Default Sample Rate.

|
|
|
|