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oonabe
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oonabe
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 79,
Visits: 1.4K
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It is weird because after trying different parameteres and changing values in the shading tab the only thing that seems to remove it is detaching the subsurface map from the head texture, not the eye lashes, if you look at the picture with the problem there are also some weird lines in the nose exactly between the eyes, so it seems like K-CyclesX messes up with the imported textures somehow, because I don't have this problem in regular cycles. I am trying to send the blend file to the developer of K-CyclesX so maybe he can see what's wrong there and if it's something that depends on his add-on so he might be able to correct it on the next update.
Anyways thanks for the hints, I also thought it could be the eye lashes but it seems like it's something else
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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 569,
Visits: 9.0K
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There is no make-up layer or make-up shader. All make up from skin-gen is baked into the skin textures.
But that's not the problem you're having. The coloured outline you're seeing is from the eyelash mesh. Check the Opacity settings on the eyelash material of the cc_base_body object, the Alpha Strength should be 1. Make sure it's set to alpha hashed in the material settings (or if it already is try one of the other blend modes). Maybe lower (or turn off) the specular parameter.
Seems odd that it's drawing the hair correctly, which is a much more complicated mesh and shader than the eyelashes, which are trivially simple in comparison.
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oonabe
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oonabe
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 79,
Visits: 1.4K
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great update, I didn't even konw there was a cycles/eevee material import feature Btw, do you know how to control the shaders responsible for make-up? When I import my character into blender it works fine, but I'm using K-Cycles X for faster rendering now and I need to adapt some of the materials, like eye occlusion. But for the make-up in the eye lids I'm having an issue I cannot find out how to solve. If you look at this picture you can see there is some sort of color issue around the eyes, there shouldn't be those abrupt skin color changes around the eyes, and I guess it might be some transparency value not working as expected in the make-up layer. I couldn't really understand where this shader is in the model, do these have specific names or locations?  This is the original picture in normal cycles renderer, as you can see the make-up in the eyes should look smooth on the skin
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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 569,
Visits: 9.0K
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Release: 1.0.21.0.2- Fixed Eevee subsurface scattering settings:
- Reworked shaders to allow for direct application of subsurface radius to Principled BSDF nodes.
- Only the default values in the subsurface radius socket are used in Eevee rendering.
- As such, Eevee does not support inputs to subsurface radius and so shader and parameter code needed to be re-written to accomodate this.
- Cycles unaffected by this.
- Fixed node group upgrade code that incorrectly renamed existing node groups and did not properly replace old shader/node groups with new ones in existing blend files.
1.0.1- Added render target preferences setting for Cycles and Eevee.
- Added cycles specific shaders for hair, tear-line and eye occlusion.
1.0.0- Moved all shaders over to new shader model.
- Streamlined parameter and shader code to be data driven, rather than hard coded.
- Character, Object and Material parameters now stored independently for each character import.
- Json data parser to automatically set up all shader parameters.
Eevee Subsurface Scattering
I didn't realise this until recently but due to Eevee limitations, inputs to the subsurface radius socket never actually did anything as they are ignored. ( Blender Docs on supported Nodes). All material shaders have been re-arranged to allow the add-on to control the subsurface radius socket default values directly. Subsurface radius and falloff parameters should work fully now for both Eevee and Cycles. Cycles TuningSomething I have been meaning to do for a while now, is tune some of the material setups for Cycles. Because of recent developements in Blender 2.93 with the much better adaptive sampling and de-noising in the viewport means I have been able to make a start on this. You can tell the add-on to use the Cycles materials in the Preferences or the Build Settings panel:  After build the materials with this settings to Cycles, it changes the hair, the eye occlusion and tearline shaders. - The Hair shader now uses Cycles anisotropic highlighting based on the smart hair Flow maps.
- The Eye Occlusion shader is now made fully transparent. The Eye occlusion mesh is mainly there to emulate ray traced shadows and occlusion effects that Eevee cannot easily do. As such is it not needed for Cycles and made the eyes look too dark.
- The Tearline shader adds a mix shader with a Glossy BSDF to make the specular highlights of tearline show up more in Cycles.
Here's a ridiculously close up Cycles render of the eye to demonstrate: Test Cycles RendersAnd finally some Cycles test renders. These where all rendered with 128 samples, adaptive sampling and denoising turned on, at their defaults. They took 2-3 minutes each to render. (On the CPU as GPU Compute crashes my video card constantly...)    I usually don't go in for Cycles, but Blender 2.93 does a nice job of it.
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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 569,
Visits: 9.0K
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Can confirm, the Biker Vest in the Cloth Templates->Shirts->Biker Vest is broken and causes this error. Curiously, the Biker Vest in the DH Sample character works fine. If you have this sample character you can save the vest into your custom clothing templates and that seems to work without issue:
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4u2ges
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4u2ges
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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Oh, that vest in CC has messed up UV and non importable into Blender in any form other than alembic.  If you have an iClone you can grab one from Zane (that one is still good). Otherwise a ticket needs to opened in FT for RL to fix it: https://www.reallusion.com/FeedBackTracker/product/Character-Creator-3
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SioraFede
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SioraFede
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 10,
Visits: 169
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Hello, thank you for answering. The character I tried to import was a custom one I made in CC3, both the software and content had the latest updates installed. The clothes I applied were: Biker_Vest Biker_Jeans Loose_Biker_Boots which should come with CC3 itself as far as I remember.
I tried importing the standard female character that loads when you run the software, without clothing, and it loaded fine in blender, textures and all. I tried again with the default character and full biker clothes (vest, pants, boots) and I received the same error of the previous post; I imported her with one different piece of clothing each time and only the vest gave the error. The custom character didn't give any error when I removed the vest or applied a different type of garment. Beard, hair and teeth were imported fine every time. I guess the problem in my case was only with that particular biker vest.
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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 569,
Visits: 9.0K
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SioraFede (9/12/2021) Hello, could you guys please help me? I am getting this error when I try to import a character from CC3. I follow the import instructions (target tool 'blender', no embed textures, check delete hidden faces, check merge beard and brows and check bake diffuse). It happens with both versions of the addon. It was working perfectly on my previous laptop. Thank you
I've seen this once before ( here). The FBX importer in Blender is crashing because of missing UV data in the FBX export from CC3. And I'm not sure what causes this. Are all the clothing items, body and hair meshes used in your character in CC3 up to date? Is it possible to reproduce this error by putting the same clothing/accessories/hair/eyes/teeth on a new character? It could be anything causing it, it's just process of elimination to find it.
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SioraFede
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SioraFede
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 10,
Visits: 169
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Hello, could you guys please help me? I am getting this error when I try to import a character from CC3. I follow the import instructions (target tool 'blender', no embed textures, check delete hidden faces, check merge beard and brows and check bake diffuse). It happens with both versions of the addon. It was working perfectly on my previous laptop. Thank you
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4u2ges
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4u2ges
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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Fear not. We have been collaborating with Victor for some time now. ;)
I certainly hope so Peter... because....
To generate JSON data for Blender exports, you need to tick the Export JSON for Auto Material Setup and Unity Textures boxes.
It is great for sure, but once this is done, character is exported for a one way trip to Blender only, as FBX key is not generated. This is so unfortunate, because JSON file contains all materials and texture info for safely returning character back. I hope it would be rectified in the following CC updates and JSON file could be generated without the need to tick Unity Texture (which is a source of the problem with FBX key for some reason). And also character could be returned back without compromised materials integrity and with all Appearance Editor data intact, as I have already stated here
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