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Unity Auto Setup

Posted By Victor.Soupday 4 Years Ago
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techniquea2z
techniquea2z
Posted 3 Years Ago
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Sorry for the double post, the forums lagged while uploading those photos (should have used external links).

My issue is with the eye shader. The iris is blocking the sclera at first and the sclera is colored differently than in CC4:

https://i.imgur.com/uzU9K3w.png

No futzing with the hue slider fixes this. Wondering if I did something wrong?

I changed the eye color in CC4 by using the "Adjust Color" on the texture as I saw in a tutorial.
Victor.Soupday
Victor.Soupday
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techniquea2z (6/12/2022)
My issue is with the eye shader. The iris is blocking the sclera at first and the sclera is colored differently than in CC4:

No futzing with the hue slider fixes this. Wondering if I did something wrong?

I changed the eye color in CC4 by using the "Adjust Color" on the texture as I saw in a tutorial.


Can you remember which CC4 eye material you used in the character?
Also did you convert it in any way? (Gamebase, instalod, ActorBuild)
techniquea2z
techniquea2z
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I used "Std_Cornea_R" & "Std_Cornea_L". Is that right?

I didn't convert to game model, either. Is it that necessary?
Victor.Soupday
Victor.Soupday
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I meant which eyes did you use from the CC4 content templates?

If the materials in Unity use the eye shaders but none of the shader parameters do anything it probably means the eye has a non-standard UV map (most of eye the shader effects are heavily based on specific UV coordinates.)

Likewise converting the character to Instalod or ActorBuild rearranges all the UV maps and breaks all the advanced shaders, which is why the materials don't look as good after converting.

I know some eyes don't work well, but whenever I've asked no-one knows where they came from.

You could try re-applying a new set of eyes on the character, which might fix it.
techniquea2z
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I used CC4 Kevin as a base for this character, so it's likely his eyes.

I will try changing the eyes and re-exporting!
techniquea2z
techniquea2z
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Looks like we're good!

Not sure how the Occlusion layer should be behaving + the inner eye lining.

Will likely just disable the occlusion layer or maybe it a default shader -- mess with the transparency, smoothness and color of the eye lining.

But, changing the eyes worked out of the box.

EDIT:



Amazing. Ended up keeping the Occlusion Layer but turning it's power up really high.

Just tuned down the smoothness of the tear line.

Did some tuning of the skin materials and we're good to go.

REALLY great work here, I look forward to working with these shaders you've made :)
Victor.Soupday
Victor.Soupday
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The eye occlusion color on Kevin is way too bright for Unity. It actually darkens the eye occlusion color during the material setup too, but Kevin's is still way too Bright. You can make the color darker to fix that.

I think I may need to darken the eye occlusion color more by default.
CheoCD
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Hello ! I first of all wanted to thank you for this add-on and these shaders I've been using for a while now, I was considering moving to Unreal before getting my hands on it ! Anyway I have a few questions regarding hdrp, relfections ans subsurface scattering : first of all, I get this weird result when using refractive eyes and two pass hair in front of a mirror (here a plane with a mirror mat and a planar reflection probe).

https://forum.reallusion.com/uploads/images/6dab761b-007d-4894-823d-8851.png

The character here is the default Camilla character from CC4, imported using the 1.2.3 HDRP Importer, and I'm using Unity 2021.3.2f1 and HDRP 12.1.6.

Part of the hair seems to get erased, the sclera is all black and the iris points upward as long as the iris depth of depth radius values are not lowered.

https://forum.reallusion.com/uploads/images/ce64ae72-7b21-4893-90e0-b03d.png

When using ray traced screen space reflection, the refractive eyes become entirely black, and the reflected skin loses its subsurface scattering.

https://forum.reallusion.com/uploads/images/cac3a7ee-23b4-43eb-a471-8886.png

Finally, when using ray traced subsurface scattering, I get this weird result on the character's skin, but not on his reflection.

I'm assuming your shaders aren't compatible with rtx, and I can do without that, but I still wanted to report all this and to know if there could be a fix for the first issue with the refractive eyes in front of a mirror ? If not I can always use the basic or parallax shaders.
chris_466129
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Running into an issue with skin poking through clothes once the character gets into Unity and going through animations. If I choose to hide the body parts or some of mesh in CC3 with the edit mesh tool and then export, that doesn't seem to work, I'm guessing because unity needs the whole skinned mesh. It seems to be a tricky situation because you want to customize the skin shader settings but at the same time, you don't want the skin poking through the clothes on animations. 

Ideas?

Also, a giant thank you to Soupday for making the plugin/converter!

rmdhawaii
rmdhawaii
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I was able to import Camilla with no issues, but when I import my own character, her eyes end up black. I changed the EyeMoisture_Pbr to white, but that didn't fix things. When I select the eye materials in the importer tool, even with "select linked" checked, I don't get the eye material inspector as shown.

https://soupday.github.io/cc_unity_tools/_images/pupil_manipulation.gif

Does anyone know how to fix this? I'm really bad at these things.

Thanks!

https://forum.reallusion.com/uploads/images/73ef5642-2804-4024-a99e-cbc3.png

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