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hcameron90
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hcameron90
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 295,
Visits: 2.0K
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I'm having issues with the Blender auto setup. I looked through some of the posts and couldn't find help. I downloaded both CC3 & CC4 zip files ( All of them ) and even tried importing main.py from the files. I even went on Blender forms to see what was wrong. ( I have blender 3.4 idk if that's the problem) So when going to prefences>add-ons> install the zip files> I still don't see the CC/iC auto setup after I install it. As a workaround, I did export the CC4 character manually as FBX into Blender. and exported that as a USDZ for AR. However, the bones are stretched and not properly rigged with No textures. Can I get some help or did anyone have the same issues that has the right fix? Thanks images Not having the blender addon makes my character look like this. And when I export this as USDZ file. the textures are not there and the mesh bones are stretched out
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Victor.Soupday
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Victor.Soupday
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 569,
Visits: 9.0K
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Sounds like you're looking at the python plugin for CC3/CC4. The Blender add-on is here: https://github.com/soupday/cc_blender_toolsrelease page: https://github.com/soupday/cc_blender_tools/releases
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hcameron90
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hcameron90
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 295,
Visits: 2.0K
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Thank you soo much! This Helped!
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Leodegrance
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Leodegrance
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 72,
Visits: 3.7K
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With the release of Blender Beta 4.0, I decided to load up a couple of .blend files to test the new AgX View Transform in Cycles Render. The scene I used has characters from CC4 brought into Blender 3.6.x I then opened that scene in 4.0 and rendered out using the AgX setting with Base contrast. The images came out quite well:   However, a word of caution taking files from 3.6 to 4.0. The BSDF shader has undergone significant changes in 4.0 and you may run into problems if you save a file in 4.0 and then bring it back to Blender 3.6. As I discovered here after ajusting some textures on the doors and door frames.  All the characters' eyes in the scene started to look like they were the possessed children from Village of the Damned. Although it might work for a horror film, that's not what I was going for in the Criminal Investigations Scene. Long story short, the BSDF in 4.0 inserts a Mix shader node between the group shader and the updated BSDF node to make things work, given that some elements have been significantly moved around. Opening a 4.0 file in 3.6 breaks a lot of these connections. I've posted examples of what happens just below:  Cornea Shader in version 3.6 Above.... Cornea Shader adjusted in 4.0 Below:  And, finally, what happens when you open the shader in 3.6 after saving the file in 4.0:  Hope this helps anyone who might run into the issue down the road.
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andrewsdesk
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andrewsdesk
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 84,
Visits: 311
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Leodegrance (10/2/2023) With the release of Blender Beta 4.0[edit] found the info on getting the export from CC4, but I can't find the Blender importer file. thanks!
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animaliok
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animaliok
Posted 3 Years Ago
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Group: Forum Members
Last Active: 5 hours ago
Posts: 9,
Visits: 396
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Mostly want to say thanks for the amazing work on this blender addon, so many features. I was finally testing the wrinkle import/convertion, and was wondering if displacement would ever be possible in blender. The issue being it's practically impossible to convert the normals into height apparently. I tried using the roughness output of the wrinkle node group as height, and it could already be better than nothing (normals only) but the roughness is super grainy, so it's hard to boost the wrinkles without having too much grain on the skin. It would be easy to edit the roughness textures though, but yean that would impact the roughness itself, apart if we re-add the grain on the roughness only after/in parallel of the output with less grain has been sent to the displacement. Anyway, for cycles normal only looks super flat/game-y in close up, compared to displacement from roughness that looks a bit closer to what we're used to for film/cinematics characters:   the diffuse can work too actually, maybe simply a combination of both will look just right, it will just need a custom texture to add some inflate to the lips that are darker in the color, so that shrinks:  but this seems like it could work (normal for disp is probably not a good idea but anyway):  Actually, we can also use the base albedo & base roughness, to subtract it to the wrinkle results, and extract only the wrinkles for displacement, I think.. That would be pretty amazing feature to add an option to do that auto, and get disp on the cycles version of the advanced material.
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animaliok
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animaliok
Posted 3 Years Ago
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Group: Forum Members
Last Active: 5 hours ago
Posts: 9,
Visits: 396
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Oh yes it does seem to work kinda perfectly, here I've pushed it to the limit before it's over the top, just to clearly see the displacement, but it changes everything compared to normals only, even the sss works better it seems, more saturation just with the displacement:   So the input on the left is just the wrinkle result divided by the base texture, for albedo and roughness, to extract just the wrinkles, and leave a bit of grain from the roughness, that could actually be replaced by an actual clean height face/skin texture:
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thart3m8
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thart3m8
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1,
Visits: 6
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Hey Victor, i'm a new user in CC4. I've got 15+ years of experience in 3D modeling and rendering and I mainly use Blender. Your CC4 to Blender plugin is just amazing, can't see anyone using B. not incorporating it in their workflow. I have a major problem though, I'm used to DAZ3D and would now like to do the next step with CC4 which surprised me with the accuracy of the anatomies and materials. I'm currently running the trial version, the problem is that even though anatomies and materials in DAZ are at least one step below CC4, the rigging is, on the other hand, much more efficient than the one used by CC4 when the models are imported into blender. Daz rigging in blender (using the official plugins and addons) is just perfect, with bone envelopers, weights assigned correctly, and constraints that mimic the expected behavior of each bone. This is a massive blocker for me, as I can easily jump in and correct the anatomy/materials provided by DAZ, which is what I currently do in my workflow. But really can't fix each bone of the rigging provided by CC4, so this makes the purchase of CC4 just nonsense for me as i can't pose my models in a blender. Now, let's clarify that, I'm just a single user and my subscription doesn't make the difference in the annual balance of Reallusion lol. I'm just saying that i would LOVE to start using CC4 as i recognize it's unprecedented potential and this is the only thing that's stopping me to elevate my work's quality with it. Is there a way for you, or maybe it's on the to-do list, to improve the plugin in this sense? Literally using the same identical rigging method used by DAZ would make CC4 the best tool for me and for all artists who like to pose their characters directly inside Blender. Appreciat your time and efforts, Yours Gian
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animaliok
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animaliok
Posted 3 Years Ago
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Group: Forum Members
Last Active: 5 hours ago
Posts: 9,
Visits: 396
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Another method is just to convert the normal maps into height online, and then duplicate the wrinkle node group, and plug the height as roughness to output wrinkles height. https://www.youtube.com/watch?v=AOdpGgqIub8&ab_channel=BlenderSecrets
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Victor.Soupday
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Victor.Soupday
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 569,
Visits: 9.0K
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animaliok (10/24/2023) ...
Interesting. I wonder how that animates? The maps used in the wrinkle sets do not necessarily overlap perfectly in the areas altered by the wrinkles, so calculating the differences and using that as a height map might introduce unexpected artifacts as the wrinkles change over time. Generating height maps from the normals is something I need to do, to generate detail meshes for further sculpting wrinkles/details/etc.., so if I can do that it should be easy enough to include that in the wrinkle map system. Also there are the 'Flow maps'. Take a look at the flow maps exported with the head material textures. These describe the larger wrinkle shapes and are used to mask around the areas where the wrinkles have the most effect. They might contain what you need. Until I can figure out a height map generation system, I can add inputs/outputs to the wrinkle shader group node for height maps, flow maps and the diffuse/roughness/normal deltas (internally, the wrinkles are built by adding up the differences between the active wrinkle sets, so that's all in there and can be directed to the outputs), then it's up to you what you want to do with them, anything not connected will not be compiled into the shader so it won't affect performance if their not being used.
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