Miranda (RL)
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Miranda (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Supplementary Information
How to make the IBL image visible in Omniverse?
Colors are different in iClone and Character; How do we fix it by turning off ACES? Omniverse's tone mapping defaults to ACES, creating differences in coloring. If the colors need to be the same as iClone, then change the Tone Mapping Operator to Linear.
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Miranda (RL)
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Miranda (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Handling Metallic Materials What must one do if the metallic materials in Omniverse RTX Real-time mode is very different from iClone (with reflected areas being too small)?This problem has a tendency to only manifest in RTX Real-time mode. You'll need to increase the Ray Tracing > Reflection > Max Roughness value to expand the reflected areas on the surface materials.
93% of original size (was 538x16) - Click to enlarge Dark metallic materials can be brightened in Omniverse by adjusting the Material > Albedo > Albedo Add slider, so that they aren't too dark. 93% of original size (was 538x16) - Click to enlarge
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Miranda (RL)
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Miranda (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Tips for semi-transparent materials (RTX Real-time mode only) Even though Omniverse RTX Real-time mode currently supports semi-transparency, its level of support is not as complete as RTX Path-Traced mode, and can lead to issues with transparency sorting. Enable Opacity Cutoutwill be enabled for USD files imported to Omniverse from iClone (usingExport USD (Omniverse) > Material > Render Mode > RTX Real-Timeexport). This means that semi-transparency will be disabled and the cutoff for the transparency will be decided by theOpacity Threshold. 93% of original size (was 538x16) - Click to enlarge
Note: You can skip the following section if you don't experience the following problem (with Render Mode is set to Path-Traced).
Using a simple plane with semi-transparent opacity texture in iClone as an example:
*Any greyscale value that is neither pure white or pure black is considered semi-transparent. 93% of original size (was 538x16) - Click to enlarge
If Export > Render Mode > RTX Real-Time was used to export to Omniverse, than any greyscale value below 20% will be considered see-through when theOpacity Thresholdis set to 0.2. You can disable Opacity Cutout to restore the semi-transparent effects 93% of original size (was 538x16) - Click to enlarge Other examples of semi-transparent effects in RTX Real-time mode:
Taking embedded character Katherine's hair as an example, we'll export her to Omniverse and disableOpacity Cutout for the hair. 93% of original size (was 538x16) - Click to enlarge
Using the example of a window exported to Omniverse from an embedded project in iClone (GI Loft Scene): *Besides disabling Opacity Cutout, one can also adjust theOpacity Threshold, shown below 93% of original size (was 538x16) - Click to enlarge
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Miranda (RL)
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Miranda (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Real-time mode does not support DH and SSS shaders causing strange white lines to appear on the materialThe following are some reminders for iClone export and switching Omniverse view-port render mode. Rules for character materials exported to Omniverse: Materials and texture files will also export with the character. Different MDLs will be given depending on the Export USD (Omniverse) > Material > Render Mode settings.

RTX Real-Time : iClone Digital Human shaders and SSS materials will be downgraded to Omniverse PBR shader.
RTX Path-Traced : Digital Human shader Skin, Head, Tearline, Eye occlusion, and SSS will use the Omniverse SSS shader. Path-Traced mode preserves most adjustable parameters, with an overall visual improvement at the expense of additional system resources.
iClone, CC Export > Material > Render Modedefault to RTX Path-Traced because of its superior visual quality. *You can set Omniverse to Realtime mode for faster operation after having imported from iClone in Path-Traced mode.

Special reminder for render mode switching in the Omniverse view-port.
When a Digital Human character with SSS shader is exported in RTX Path-Traced mode into Omniverse and the render mode is changed to RTX Real-time within Omniverse, then the SSS shader will not take effect and the Digital Human's material will change to pure white or pure black without any of the original material details. Simply switch back to Path-Traced mode to restore the Digital Human shader quality: 93% of original size (was 538x16) - Click to enlarge Troubleshooting strange white lines on the character's material
White lines can appear whenShader >Subsurface Scatter Scaleis set too high, or when an improper SSS map is used, such as a solid white texture. Strange white lines appear on the character exported from iClone (Embedded > 4.ExPlus Facial Demo.iProject) to Omniverse 93% of original size (was 538x16) - Click to enlarge
Reset the SSS map in iClone and reduce the Subsurface Scatter Scale value to remove the white lines 93% of original size (was 538x16) - Click to enlarge
The character after the aforementioned adjustments 93% of original size (was 538x16) - Click to enlarge
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Miranda (RL)
|
Miranda (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
|
Some visual related reminders for exporting to Omniverse: - Character related: Real-time mode does not support DH and SSS shaders causing strange white lines to appear on the material.
- Tips for semi-transparent materials (RTX Real-time mode only)
- Handling Metallic Materials
- Miscellaneous
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