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Export with Realtime Smooth ?

Posted By Alon Dan 9 Years Ago
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Export with Realtime Smooth ?

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Tom4891
Tom4891
Posted 5 Years Ago
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4 years later … is there anything possible in Unreal Engine 4.24? I couldn't find the exact settings which probably have changed in UE. I tried a lot of all the options but wasn't successful in any kind of smoothing the mesh of my character in UE.

77% of original size (was 656x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/53faa486-fbb0-4c4d-9ebc-f663.jpg
Michael Ricks
Michael Ricks
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UPDATE: How To Smooth Your iClone 7 Character In Unreal Engine 4
Hidden in the settings is the path to happiness to eliminate the jaggies from your character mesh and bring you the goodness of smooth!
I made a video showing the process.  (Thanks to Rampa Tinling for pointing me in the right direction!)



Tom4891
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Sunstone (8/26/2020)
UPDATE: How To Smooth Your iClone 7 Character In Unreal Engine 4
Hidden in the settings is the path to happiness to eliminate the jaggies from your character mesh and bring you the goodness of smooth!
I made a video showing the process.  (Thanks to Rampa Tinling for pointing me in the right direction!)
...

Thank you very much! This is really helpful!
I will try this out. I am curious to see what this does to the performance in Unreal if you are using this for a few characters.


For myself not important at the moment, but probably for others this is of interest: In which way does these settings interact with the different LOD levels (if you should use it)? Or are there different material instances for each level where you could set the tesselation level? (I am not familiar with these details)
Michael Ricks
Michael Ricks
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I usually record one character at a time.  If there are performance issues you could wait until after you record and then bump the tessellation level up.
And yes, you can change the tessellation level on each Material Instance - in fact you have to do it that way because they will be "unchecked" by default.
Tom4891
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Sunstone (8/26/2020)
I usually record one character at a time.  If there are performance issues you could wait until after you record and then bump the tessellation level up.
And yes, you can change the tessellation level on each Material Instance - in fact you have to do it that way because they will be "unchecked" by default.

Thanks. I was asking myself how the performance in the rendering in Unreal is affected when you have several characters at the end (not during the recording process, be it in iClone or Unreal). I am curious and will check this during the next weeks.

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