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Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 4.8 stars based on 17 votes.
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Blender Auto Setup

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AutoDidact
AutoDidact
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Thank you again for this victor..truly a pipeline enhancer😊


RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
93% of original size (was 540x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Victor.Soupday
Victor.Soupday
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New version: 0.5.2 - https://github.com/soupday/cc3_blender_tools/releases/tag/0_5_2
  • Refractive Eyes:
    • Iris refractive transmission with depth control and pupil size parameters.
    • Limbus parameters.
    • IOR and refractive depth parameters.
    • Blood vessel and iris bump normals.
    • Optional in preferences to generate old eyes instead.
  • Exposed some build preferences in the Build Settings panel.
  • Added eye occlusion hardness parameter.
  • Skin roughness power parameter added.
To make eye refraction work you will need to enable Screen Space Reflections and Refraction:
93% of original size (was 540x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/bfbaf375-76c1-45af-b564-abd9.png

Here's a quick demo video showing the new features:



I got pointed in the right direction how to implement refractive transmission in the eyes and improve the normals so I put it all together in the auto setup and I think it works quite well. It has some limitations, as it uses fixed displacement maps to deform the inner eye mesh it starts to break down a bit at very large or very small scaling of the iris but it works well enough at more normal sizes.

See what you think, if you have any problems with the new eye materials you can disable refractive eyes in the prefs to generate the old eye materials instead.

I also put in another skin roughness control parameter and one for eye occlusion hardness. Results from the skin roughness have been kind of inconsistent with the CC3 source, so I added a power function to it for more control and I thought the eye occlusion could do with a way to make it look a bit softer.

snatolukas32
snatolukas32
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This is the Biggest One in 2021 ! great job as allways ! <3

ps. read Private Msg please =) 

Greetings folks !
tcheng00
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This is like a dream come true. Thanks. 
Colonel_Klink
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Hi. I downloaded and installed the latest version of your plugin, and for the first 6 or 7 of sculpted morphs the exported obj  imported into CC3 fine. However on further use importing the obj files throws up a corrupted obj or key error. I have reinstalled the plugin and CC3 but the error persists... Any ideas?
Thanks.


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Victor.Soupday
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Hi. I downloaded and installed the latest version of your plugin, and for the first 6 or 7 of sculpted morphs the exported obj  imported into CC3 fine. However on further use importing the obj files throws up a corrupted obj or key error. I have reinstalled the plugin and CC3 but the error persists... Any ideas?


Did you do anything that might have added or removed vertices? Or apply any modifiers that might have rearranged the vertex order? Those are the most common reasons for CC3 rejecting the import. It could also be picking up the wrong objkey file when importing back into CC3.

Generally when CC3 decides that the obj and key file don't match there's no way to get it that file back into CC3.

Failing that it might be possible to script some sort of topological remapping to fit a fresh export from CC3 to the same shape as the problem mesh, using the UV maps to identify the topology, assuming the vertex count is unchanged and the UV's are unmodified. That could be a useful function to add if this is a recurring problem.
Colonel_Klink
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Gah!... Got it sorted. Seems I was importing the files wrong into Blender. Sorry... old person here :D


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See all my content in one place
93% of original size (was 540x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/a5008f7f-0e1f-4504-bcf8-f262.png
Facebook Page: CWK3D Game and Film Content
Cancer Survivor - Retired Teacher - Geriatric Icloner still learning
Hardware: ZX80; Operating System- ZX80 Basic; CPU - ZX80 @ 3.25 MHz; Memory - 1KB; Hard Drive - N/A; Storage - Cassette; Monitor: Any old CRT TV




Mythcons
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Greetings Victor.Soupday and everyone,

This is a great add-on, thank you very much for making it accessible. Fantastic work. I'm wondering if it's possible to export meshes fully created in Blender as accessories using the export option? Currently when I export a mesh as an accessory and then import them into Character Creator, it causes an immediate crash. Just wondering. Keep up the great work.
AutoDidact
AutoDidact
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93% of original size (was 540x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/255bfb98-71c5-437f-8708-4983.jpgcreate your accessories in blender and using blenders .obj exporter.


That is how I create my custom clothing&props for CC3.


RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
93% of original size (was 540x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Victor.Soupday
Victor.Soupday
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The 'export as accessory' doesn't do anything special, it just invokes the .fbx exporter for the currently selected objects. Exporting as .OBJ might resolve the problem.

But I've had a similar problem to this before, CC3 just wouldn't accept the mesh import as accessory (.fbx or .obj). Sometimes CC3 really doesn't like Blender's custom split normals and I had to remove them (and maybe turn off the normal auto-smooth too, though I'm not sure that was needed).

93% of original size (was 540x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/3cff66f9-4b65-4f53-9027-1e5d.png

I think CC3 recalculates all the normals anyway, so maybe I could have the add-on automatically clear the split normals (working on a copy, so it doesn't interfere with your workflow) before exporting as accessory... assuming this works of course. Maybe an option to choose .FBX or .OBJ too.

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