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Blender Auto Setup

Posted By Victor.Soupday 5 Years Ago
Rated 4.8 stars based on 17 votes.
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StudioMM
StudioMM
Posted 4 Years Ago
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Thank you! I will give it a try.
StudioMM
StudioMM
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Hi Victor, thanks again for you help and detailed information. That was really helpful. Everything worked just fine!
rosuckmedia
rosuckmedia
Posted 4 Years Ago
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It would be nice if the Blender plugin,
and Re Importer Plugin would be clearly visible on the RL Blender Pipeline page.
Sincerely, rosuckmedia😊
leandromeire
leandromeire
Posted 4 Years Ago
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This plugin is really amazing!
But I´d like to make eyebrows similar to the CC3. In Blender´s version, they look thick. Is it possible to make them smoothier?
Left = Blender
Right = CC3
Victor.Soupday
Victor.Soupday
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leandromeire (2/18/2022)
This plugin is really amazing!
But I´d like to make eyebrows similar to the CC3. In Blender´s version, they look thick. Is it possible to make them smoothier?
Left = Blender
Right = CC3


This is an interesting one, I've seen it a lot but not entirely sure what to do about it.

The eyebrows look thicker because of the way the subsurface scattering in the skin interacts with the opacity of the hair. The shadows cast by the hair (more specifically the base/scalp material of the eyebrow) are expanded by the subsurface scattering in the skin making the hair look darker and thicker than it really is.

There should be a base material on the eyebrow mesh, usually with a "_Base" suffix in the name. If you set the Opacity parameter of that material to around 50% (0.5) it should make it look more like in CC3.

But it's a tricky one to fix automatically, as it depends on the hair color and the thickness of the opacity and the rendering engine used.

Edit: This also happens, to varying degrees, in the scalp material of the main hair mesh too. So if the scalp looks too dark or thick, the same fix applies.
leandromeire
leandromeire
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Thank you for you reply, Victor. I tried to fix changing the opacity, but I´d a better solution. I´m making some tests. I´ll post here.
Thanks again.
leandromeire
leandromeire
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Hi guys. 
After export the character, I have access to expressions by changing parameters in Shape Keys, right?
I´m trying these expressions and noticed that changing Eyebrow expressions, don´t move the 3D object Eyebrow.
leandromeire
leandromeire
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I discovered something about it: if I select the 3D Eyebrow, and chance the same parameter, it changes the 3D eyebrow. Is there any plan to connect these two parameters?
BigSkyMG
BigSkyMG
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Thank you very much, Victor, for making such an amazing add-on! I'm a Blender novice for the most part, so this makes everything way more approachable and practical for me. One issue that I can't seem to fix, though, is that when I import the characters with Cycles materials and render them in Cycles, every character ends up looking like they have eyeliner on (I think I'm using that makeup term correctly). I've tried changing most of the settings on the Eyelash material, but nothing seems to make any difference. It doesn't show up in the Material Preview view or when I render in Evee - just Cycles (both in the Cycles preview and the actual render). Do you have any suggestions for how I might be able to get rid of the eyeliner/makeup look at the edges of the eyelids:

https://forum.reallusion.com/uploads/images/8d4bec00-d9e5-4f5d-ab15-7fb5.png
https://forum.reallusion.com/uploads/images/c4a07298-8b7b-48f1-b3e1-06b7.png

Any tips would be much appreciated. Thanks!
Victor.Soupday
Victor.Soupday
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BigSkyMG (2/23/2022)
...One issue that I can't seem to fix, though, is that when I import the characters with Cycles materials and render them in Cycles, every character ends up looking like they have eyeliner on...


Now that you've pointed it out, I see it happening in all characters in Cycles X.

It seems to be a problem with the Random-Walk subsurface scattering method. Blender 3.0+ switched over from Christensen-Burley as the default method over to Random Walk, which unfortunately seems to randomly walk into neighbouring transparent materials without taking opacity into account... so it's blending the eyelash colours into the skin around the edges of the eyelashes as if the eyelashes where solid and opaque.

(I think this is also why the eyebrows look too thick in the problem above).



A solution is to set the subsurface scattering method to Christensen-Burley in all the skin materials Std_Skin_Head/Body/Arm/Leg


I think I will need to specifically set the subsurface method back to Christensen-Burley when building the materials. Random-walk is causing too many issues.

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