English


Profile Picture

Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 4.8 stars based on 17 votes.
1
...
37
38
39
40
41
...
58

Blender Auto Setup

Author
Message
tmbpodcastoffice
tmbpodcastoffice
Posted 3 Years Ago
View Quick Profile
Junior Member

Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 5, Visits: 60
Thank you for the clarifications! This matches the information I have as well, I should be able to make the best decisions on pipeline actions from here in regards to hair texture exports.
I am considering reducing the resolution of the packed .pngs to lower resolutions to compensate for the increased size, this solution is viable for my use case *edit: I see that there is a png compression already included in the bake tool. Thanks!
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 10 hours ago
Posts: 569, Visits: 9.0K
That's because Jpegs don't have an alpha channel, so to pack the alpha data with the RGB diffuse it can only use PNG for those textures.

You can uncheck the Pack GLTF checkbox and it won't generate the glTF packed textures and will leave everything as compressed Jpegs.
But keep in mind: The Blender GLTF exporter will pack these textures automatically into PNG's anyway, resulting in a .glb that is roughly the same size either way.

Since GLTF is mostly just a transport format, you could shrink the baseMap PNG's down and replace them with the baseColor and alpha Jpegs in the target application?
It depends what you are exporting the .glb's to.
tmbpodcastoffice
tmbpodcastoffice
Posted 3 Years Ago
View Quick Profile
Junior Member

Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 5, Visits: 60
Any thoughts on best practices for getting hair structures to work well using the material builds and bakes in blender cc tools and bake? So far, I can get it to work fine with a .png set up, but the .png ends up being too large. I try to use with .jpgs but blender exporter seems to keep creating .pngs of the diffuse and alpha combined regardless of what settings I try... am I missing something or am I trapped in blenders demands of .png hair only. If thats the case, i'll probably need to find a .png compression system. 
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 10 hours ago
Posts: 569, Visits: 9.0K
Baking add-on brought up to date, with a few updates to the main tools add-on to make it work...

CC3 Blender Tools 1.1.6

https://github.com/soupday/cc3_blender_tools/releases
CC3 Blender Bake 1.0.1
https://github.com/soupday/cc3_blender_bake/releases

The baking add-on can bake the complex materials of the CC3 characters down to compatible export formats for Sketchfab, glTF, Blender Principled BSDF, Unity HDRP, Unity URP/3D.

It can also bake most Principled BSDF texture based materials (so long as it's the only shader node present) into these formats.
  • For best results be sure to build materials for Eevee with Parallax Eyes. Some of the cycles shader versions (Tearline and Eye Occlusion) don't use the Principled BSDF and can't be baked.
  • It seems to be most stable in Blender 3.0+.
  • 2.93 has some crash issues when changing file formats of existing images (fixed by not changing formats in 2.93).
  • Baking characters for Unity is a bit redundant now as the CC3 Unity Tools exist. But it is still useful for baking Unity compatible textures for other models.
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 10 hours ago
Posts: 569, Visits: 9.0K
tmbpodcastoffice (1/13/2022)
Posted also in the thread linked below. 

By any chance would you know the reason for this error here:




I've tried differing locations for 'Bake Folder'.
I've been following the procedure as shown here: https://forum.reallusion.com/482999/Export-from-CC3-to-Blender-to-GLTF?PageIndex=1

Blender 2.93.1
CC3 Tools 1.1.5
CC3 Bake 0.1.3

More information can be provided. 


I'll admit, I broke it in the latest versions of the main add-on with the new material shaders.

I was thinking of re-writing the baking code into the main add-on, as I thought the baking add-on was too incompatible with the new shaders. But looking at the code just now it might be a lot easier than I thought. So I'll give fixing the baking add-on a try.
tmbpodcastoffice
tmbpodcastoffice
Posted 3 Years Ago
View Quick Profile
Junior Member

Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)Junior Member (113 reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 5, Visits: 60
Posted also in the thread linked below. 

By any chance would you know the reason for this error here:




I've tried differing locations for 'Bake Folder'.
I've been following the procedure as shown here: https://forum.reallusion.com/482999/Export-from-CC3-to-Blender-to-GLTF?PageIndex=1

Blender 2.93.1
CC3 Tools 1.1.5
CC3 Bake 0.1.3

More information can be provided. 
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 10 hours ago
Posts: 569, Visits: 9.0K
Da_Drood (1/11/2022)
Hey everyone i just recently bought CC3+IClone7 bundle and i love the idea of integrating Blender with them. I have an issue though, (possibly cause i'm still a noob after all), i'm following one of the tutorials from Peter Alexander, where he shows how to export/import between CC3 and Blender. The interface of my Auto-Setup seems different though. He's clicking on a Import Accessories button, while i can't even see any option for that in my interface (v. 1.1.5 which should be the latest). I only see "Export Accessory" button. Am i doning something wrong?
PS: Using Blender 3.0 at the moment.


The various import buttons didn't do much different so I consolidated them into just one button.
rosuckmedia
rosuckmedia
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 3.2K, Visits: 4.8K
Peter Alexander still uses an older version of the Blender Auto Setup plugin. You can use the Import Character Button.
Greetings rosuckmedia
75% of original size (was 671x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/8d02297a-030e-474c-8fa9-27e7.png
Da_Drood
Da_Drood
Posted 3 Years Ago
View Quick Profile
Veteran Member

Veteran Member (793 reputation)Veteran Member (793 reputation)Veteran Member (793 reputation)Veteran Member (793 reputation)Veteran Member (793 reputation)Veteran Member (793 reputation)Veteran Member (793 reputation)Veteran Member (793 reputation)Veteran Member (793 reputation)

Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 65, Visits: 437
Hey everyone i just recently bought CC3+IClone7 bundle and i love the idea of integrating Blender with them. I have an issue though, (possibly cause i'm still a noob after all), i'm following one of the tutorials from Peter Alexander, where he shows how to export/import between CC3 and Blender. The interface of my Auto-Setup seems different though. He's clicking on a Import Accessories button, while i can't even see any option for that in my interface (v. 1.1.5 which should be the latest). I only see "Export Accessory" button. Am i doning something wrong?
PS: Using Blender 3.0 at the moment.
oonabe
oonabe
Posted 4 Years Ago
View Quick Profile
Veteran Member

Veteran Member (901 reputation)Veteran Member (901 reputation)Veteran Member (901 reputation)Veteran Member (901 reputation)Veteran Member (901 reputation)Veteran Member (901 reputation)Veteran Member (901 reputation)Veteran Member (901 reputation)Veteran Member (901 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 79, Visits: 1.4K
Victor.Soupday (12/4/2021)
oonabe (12/4/2021)
Has anyone tried CC Tools in Blender 3.0 now that is officially released? I just tried importing a couple of characters and it seems like it's broken, specially transparency materials like the eye occlusion and such


It's the Subsurface scattering. (i.e. the Subsurface Scale parameters in the materials)
It all looks about the same in Eevee, but Cycles has gone nuts, it's really sensitive now.

Let me show you the problem:
75% of original size (was 671x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/c0e19ffc-37b4-4f3f-8b66-a08f.jpg

At the same settings as Eevee, the subsurface scattering is way too high, but it's causing major problems in the eye.

What's happening is that the parts of the eye that are covered are more or less completely dark, the subsurface scattering is blending that darkness into the light parts of the eye. This is not how SSS is supposed to work, it's supposed to be the other way around, but this is how Blender approximates the scattering effect so I've just got to deal with it.

The skin and hair look about right at 0.1. The eyes would be best somewhere between 0.01 and 0.001. I'm thinking probably 0.005 will do it. So I will have to factor these in to the material parameters when setting the Subsurface Scale parameters.

Edit: I think I will put some Cycles Subsurface Multiplier settings in the preferences to let you tweak your own values for these.


Great, thanks for looking into it, I was tweaking values for hair and eyes to get my characters looking more or less correctly, I didn't know it was all caused by the SSS, that already helps me a lot since it is possible to change this in the material parameters tab




1
...
37
38
39
40
41
...
58



Reading This Topic

1 active, 0 guests, 1 member, 0 anonymous.