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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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lightbearer
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Map heading into the shader node was/is designated as sRGB.
Victor.Soupday
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Which version of the add-on are you using?

Older versions used to do something like that in Cycles.
lightbearer
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I did use the CC3 add on to rebuild the shader. I have not checked that the shader is using the sRGB. Will check now.
jeff.davies
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When you switched to cycles did you rebuild the materials using the CC3 blender addon? Also, you might check the shader material for the skin to ensures the image texture is marked as srgb instead of nocolor

- Jeff
The Adventures of Capt Sanchez
Cybernautic Studios
lightbearer
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I'm not sure why this is happening. The top image is a "full" Cycles render in Blender 2.93. The bottom image is a Material Preview using the View-->Viewport Render Image. I'm using the CC Blender Tools. Skin looks fine in Eevee, but I can't figure out what's wrong with the Cycles render. I have adjusted SSS (even zeroing it out) and it doesn't seem to help. Suggestions?


https://forum.reallusion.com/uploads/images/ea5b25a7-5618-4835-a0ca-102e.png
mellyless
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Hi!

The RealIlusion team directed me to here. They are well aware of your work and that yours is a great source to use.

Thank you so much for your work!!!


Victor.Soupday
Victor.Soupday
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Dev version test: Rigify conversion



It's on the Dev branch if anyone wants to try it: https://github.com/soupday/cc3_blender_tools/tree/dev

Note: Currently CC3+ generation characters only.
I still need to figure out the face coordinates and bone mappings for the older generations.
Victor.Soupday
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Version 1.2.2:
Github page - Release Page
  • Object Management panel
    • All round-trip/Export object management functions moved to this panel.
    • Including checks and clean up.
    • Normalize weights function added.
  • Bake/Combine Bump maps into Normal maps function added to Material Parameters panel.
  • Highlight shift added to Eevee hair shader.
Relase and Installer for the CC3 Re-importer Plugin (1.0.4): CC3 Blender Tools Plugin - Release Page

Object management panel with helper functions:
Export Check - Identifies possible problems that could prevent successful re-import back into CC3
Clean Up Data - Cleans up missing or deleted data from Character import.
Add to Character - Adds new objects to the character import and converts materials to CC3/Add-on compatible with material parameters. Automatically parents and adds armature modifier if needed.
Remove from Character - Removes, hides and unparents objects from the character.
Add New Materials - integrates and converts new materials in the character to CC3/Add-on compatible with material parameters.
Transfer Weights - Copies weights from the Body Mesh to the selected Objects(s), works like the Transfer Skin Weights function in CC3.
Normalize Weights - Recalculates the weights so that each vertex is fully weighted across all the influencing bones. Useful if you remove vertex weight groups from the object and need to recalculate the remaining weights.

Demo Video: Object creation and export to CC3.


jeff.davies
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Awesome! Thank you for the clarification.

- Jeff
The Adventures of Capt Sanchez
Cybernautic Studios
Victor.Soupday
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jeff.davies (3/16/2022)
@Victor Quick question for you. On the CC3 Import tool in Blender, in the settings you can specify Eevee or Cycles as the target render engine. I do most of my "rough" renderings in Eevee and only use Cycles for the final production render. If I change the setting of the render engine, do I have to re-import my CC3 characters into Blender? I think I might if the render engine affects the material generation of your plugin. Can you clarify? Thanks in advance!
  - Jeff


You don't need to re-import the character, but you do need to rebuild the materials, with the 'Rebuild Advanced Materials' button under the build settings, which reconstructs the materials with all the current material parameters.

It mostly scales down some of the subsurface settings for Cycles, as they are much more sensitive than Eevee's, and uses Cycles Anisotropy for the hair instead of the approximate Eevee highlights.

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