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Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
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Blender Auto Setup

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4u2ges
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CC/iC Blender Tools 1.4.4


Awesome release, Thanks!


It took literally 5 min to import this car from Sketchfab to iClone through Victor's pipeline with all materials intact.

76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/dc38a98e-52aa-446b-a689-f017.jpg




philip_193876
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Hello! I'm having an issue with the head texture being broken while going between different versions of Blender which feels a bit alarming for the future. Do you have any tips for fixing this? 76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/02e0898c-7055-4b22-85ce-f97f.png
philip_193876
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Also, one more thing, I realized that when I create a rig for the character, she can't open her mouth through the open mouth slider, either in the addon or in the shape keys. Do you have any tips regarding this?

Best,
Philip


Victor.Soupday
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philip_193876 (9/7/2022)

Hello! I'm having an issue with the head texture being broken while going between different versions of Blender which feels a bit alarming for the future. Do you have any tips for fixing this?

Also, one more thing, I realized that when I create a rig for the character, she can't open her mouth through the open mouth slider, either in the addon or in the shape keys. Do you have any tips regarding this?



Which version of the add-on?
Which versions of Blender are you going between, and which versions does it work in, which does it not.
Are you saving the character in one version of Blender and loading it into another or just importing into two different versions of Blender?

(The materials and shaders should work regardless of version 2.83 to 3.2.2. It's even possible to save a character in 3.2.2 and load it into 2.83 without issue.)

What type of character is it: CC3 / CC3+ / GameBase / Instalod / ActorBuild?

Shape-keys doing nothing is a sign that the facial profile is not complete (If it's from CC4, early versions of CC4 had a bug with older CC3 characters that caused some facial blend shapes to go missing when exported). You could try reloading the facial profile for the character.
Leodegrance
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I noticed after I updated the addon, the settings window still says 1.43, even though the addon details in the preferences window clearly states 1.46 et al.  I'm guessing that's because the recent updates have been tweaks more than comprehensive reworks?  Anyway, loving the addon, as always.  

Another question I had is about SSS (sub surface scattering?) In any case, posting a couple of images, comparing the CC4 render right from the software and a blender render trying to recapture the SSS effect on the ear from the backlight.  Not sure if it's a setting I'm missing or maybe something in the textures I have to enable?  Still trying to figure it out.

CC4 render direct from the program (not iRay)
76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/673e3311-82ec-49fe-b621-8d9b.png

Blender Render after using Blender Auto Setup (latest version 1.46)
76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/b61a09af-1c0e-4d3e-a90c-1c7a.png
Victor.Soupday
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Leodegrance (9/7/2022)
I noticed after I updated the addon, the settings window still says 1.43, even though the addon details in the preferences window clearly states 1.46 et al.  I'm guessing that's because the recent updates have been tweaks more than comprehensive reworks?  Anyway, loving the addon, as always.


In fact it should say 1.4.6 in the settings window. It gets the version number from the add-on info so it should be the same as the preferences version number. Does it just need a restart?

Another question I had is about SSS (sub surface scattering?) In any case, posting a couple of images, comparing the CC4 render right from the software and a blender render trying to recapture the SSS effect on the ear from the backlight.  Not sure if it's a setting I'm missing or maybe something in the textures I have to enable?  Still trying to figure it out.


The SSS ear effect is a tricky one. CC3/4, Unity and I think Unreal also, fakes the translucency with the transmission map, and so it doesn't get blocked by anything in the way. You can see this with the backlight through the ear on the other side (right ear) of your CC render, there's no way the backlight could actually reach that ear through all the hair to cause that effect but it draws it anyway.

Blender, because it has to be different, doesn't use a transmission map, it actually calculates the transmission thickness from the mesh and the direction of the light. But it also takes into account anything in the way, so any hair or clothing behind the ears will occlude the effect.

It's more realistic I suppose, but it means it's quite tricky to get that effect. The light source needs a clear path to the back of the ears and it needs to be quite strong (or close).
Leodegrance
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Victor.Soupday (9/7/2022)
Leodegrance (9/7/2022)
I noticed after I updated the addon, the settings window still says 1.43, even though the addon details in the preferences window clearly states 1.46 et al.  I'm guessing that's because the recent updates have been tweaks more than comprehensive reworks?  Anyway, loving the addon, as always.


In fact it should say 1.4.6 in the settings window. It gets the version number from the add-on info so it should be the same as the preferences version number. Does it just need a restart?

Another question I had is about SSS (sub surface scattering?) In any case, posting a couple of images, comparing the CC4 render right from the software and a blender render trying to recapture the SSS effect on the ear from the backlight.  Not sure if it's a setting I'm missing or maybe something in the textures I have to enable?  Still trying to figure it out.
Resize Editor

The SSS ear effect is a tricky one. CC3/4, Unity and I think Unreal also, fakes the translucency with the transmission map, and so it doesn't get blocked by anything in the way. You can see this with the backlight through the ear on the other side (right ear) of your CC render, there's no way the backlight could actually reach that ear through all the hair to cause that effect but it draws it anyway.

Blender, because it has to be different, doesn't use a transmission map, it actually calculates the transmission thickness from the mesh and the direction of the light. But it also takes into account anything in the way, so any hair or clothing behind the ears will occlude the effect.

It's more realistic I suppose, but it means it's quite tricky to get that effect. The light source needs a clear path to the back of the ears and it needs to be quite strong (or close).


Yes, the 1.46 showed up in the addon on the panel window after a blender restart.  I figured that was the case.

As for the SSS, that makes sense, now you mention it.  I did wonder why the right ear was also scattering light as well.  Thanks for the clarification.

Resize Editor
philip_193876
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Ah sorry, it must have been because I was using 3.3. Thanks for the quick reply!

Will check what rig it was regarding the model that couldn't open her mouth and get back to you!

Best,
Philip


Trender 3D
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Hey Victor,

I honestly think you are superstar!
Your transfer tool is a real ‘life saver’. Thank you.

Now, I realize that I could be missing it somewhere (perhaps it was covered under another forum chat but is it possible to export my lights and animated camera from iClone to blender?

The export button does not allow for lights or cameras to be exported as an FBX only USD?

USD transfer and Unreal live link makes it possible for Omniverse and UE5 respectively. Surely it should be possible for Blender.

And Yes, I know that it’s much better to set up the lights and cameras inside Blender but I would like to compare the various Software/Render engines with a moving camera.

Allistair
Mike Giggs
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Currently I am using the obj method with udimm imported textures. To sculpt in blender. No auto smooth applied to objects. I know that the new update for iclone8.1 and cc4.1 support exporting higher subdivision levels. I tried it. level 2 export.
Still a bit laggy. Even when every displacement or bumb in shader not connected in the sockets of the material nodes. When you use this method with fbx. Obj method uses some added udimm texture with shading node work. adding in multires for subdivision. its doable. I would like to request.
To have the ability to disable bump and displacement switches if possible. It would be less fuss for people do this with fbx vs going the obj route. You can't import back in the subd level 2 mesh into cc4 no fbx key. Its a one way trip. The OBJ method is round trip with no subdivision mesh export. Its neat though. https://www.youtube.com/watch?v=0n66CX7ppXM


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