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Unity Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 5 stars based on 12 votes.
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Unity Auto Setup

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Victor.Soupday
Victor.Soupday
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This may explain why the hair and eyes are not cooperating well with SSGI:
(From the Unity Docs)
75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/f8658459-19c8-4841-91c4-e22c.png
It's looking like SSGI is not supported on transparent materials.

GamesAlchemist
GamesAlchemist
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Hi Victor sorry to bother you but I'm having issues with the cc3 hair that I purchased on the reallusion store, SWAM, I've converted to digital human hair and created a game base with a multi uv and exported with the LOD on export. 
On import now some of my LODS are grey at times and then at other times I'm getting white hair on LOD 0
Like this75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/c80ded26-a832-45c6-bf09-5cdc.png
75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/027a3ad1-7470-45ff-b0db-4099.png

On this import the default import using your plugin and LODs are the correct colour 
75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/f64524bb-800b-4fc6-ae64-173f.png

Currently the best results I can get using your importer and shader/ material converter look like they have been imported from fuse. It's strange as I have imported other models with the new cc3 hair as a game base with lods and another version with the legacy hair converted to digital human hair and it's come in at the correct colour. 

Any advice would be greatly appreciated, thanks in advance :) 
CCUnityUser
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What could cause the beard to be lit when the point light is behind the character?
75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/698e6f33-b1b1-4dd5-9657-0ff5.png
dassoubarna
dassoubarna
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@Victor.Soupday when I export an character with talking animation from iClone the lip animation is also exported and it works fine in Unity. Is there any way to export only the lipsync animation instead of the whole character? Or is it possible to have phonemes facial morph data from iClone to Unity for Lip-Sync animation in Unity? 
Victor.Soupday
Victor.Soupday
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It's been a while, so I thought I would share some of the things I have been working on for the Unity setup and what I hope to get out in the next release.

Over the new year I have been experimenting with the Amplify Shader Editor, to produce better shaders for the URP and Built-in pipeline. It has many more features and produces much better shaders than Unity's own shader graph:
  • Anisotropic hair shader with rim transmission and shadow clipping.
  • Subsurface effects in the skin, eyes, tongue and teeth.
  • Parallax depth mapping in the iris of the eyes. (Which means the eye is a now a single opaque material that can be lit and receive shadows properly.)
So far I've completed the URP versions, the Built-in versions are next.

Also some animation and facial expression previewing tools have been added, which work in the editor scene view so you can preview animations and expressions without having to go into play mode.

You can see a demo of these features here:



Further down the line I'm hoping to include some animation correction and re-targeting solutions:

I'm sure you've all seen the problem, animations from other third parties that leave the mouth wide open, the hunched shoulders and bent fingers. These are all correctable.

And finally re-targeting Blend shapes in facial animations. Animations with Blend shape tracks can be played anywhere, but they are keyed to the object names from the source character and need to be remapped to any different objects in the new character.



That's it for now. There's a lot to do.
jerome.dipietro
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Victor.Soupday (2/1/2022)
Ihat's it for now. There's a lot to do.

I'm just in awe that you can get this much done while still doing whatever else you have to get done in your life :)
The new shaders for URP look frankly awesome. (Forget Built-In, release them now!!!!)

                                    
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K.m.burgess
K.m.burgess
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New stuff looks fantastic 👏
Victor.Soupday
Victor.Soupday
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jerome.dipietro (2/1/2022)
Victor.Soupday (2/1/2022)
Ihat's it for now. There's a lot to do.

I'm just in awe that you can get this much done while still doing whatever else you have to get done in your life :)
The new shaders for URP look frankly awesome. (Forget Built-In, release them now!!!!)


To be honest, the Built-in shaders should go pretty quickly as they are mostly the same as the URP. What will take more time is making working bake shaders & materials for the the new shaders. (Edit: There's no equivalent Baked materials yet for the new shaders.)

It occurs to me that you can try out the new shaders and animation preview system (i.e. the stuff in the first video) in the Dev branch of the URP repository. I try to leave it in a mostly stable state.

I would be interested to know if the Amplify shaders play nicely with everything else and don't cause any problems.
tamulur
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Fantastic work Victor, looking forward to the next URP release!
Jfrog
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Thank you so much Victor for your hard work. This is very appreciated!




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