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kanchanpathak4
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kanchanpathak4
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9,
Visits: 56
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Just Rebuild the materials under Character Build settings and it will fine in Eevee also.
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fivemmgames
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fivemmgames
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 2,
Visits: 27
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Hi mac_tyler, I was facing the same hair issue. I fixed it by doing this : Go to settings and change blend mode to alpha clip or hashed. Whichever looks better.
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fivemmgames
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fivemmgames
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 2,
Visits: 27
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Hi, I was wondering if it is possible to export just the head+hair+Facial_expressions to Unity with hair. Basically I want everything happening in this video ( https://www.youtube.com/watch?v=dXaxgYn6Xts) but I just want to use the head and remove the body. I can hide the body in Unity using transparent shaders but I don't want the extra geometry and materials/textures to bloat the size of the project/build. Thanks
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mac_tyler
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mac_tyler
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1,
Visits: 10
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Hi Victor, Your plugin is amazing and worked more or less flawlessly when I imported CC4 characters into Blender 3.6. Since updating to blender 4.0 there has been some issues I noticed on my end when importing a CC4 character via a plugin. The characters hair looks wonky and near transparent in material preview mode and in eevee rendering like this:  It looks fine in Cycles rendering:  I also get this "error code" when first importing a CC4 character:  . None of this was an issue in 3.6, do you know what is causing the above issues?
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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 Month
Posts: 569,
Visits: 9.0K
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thart3m8 (10/23/2023) 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 GianJust to confirm, are you rigifying the character rig after importing or leaving it unmodified? By default a control rig is not added to the character on import, because: - Sending the character back to CC4 or on to other engines requires the base character rig to be unmodified.
- And/or some people prefer to use Auto Rig Pro, which has is own fully functional rigging procedure with CC4 characters.
So the Rigify control rigging is an extra step in the Rigging and Animation panel, which I'm current trying to un-break for Blender 4.0 beta as the bone layers have changed. If you have rigified it and you need more done to the rig, tell me what you need. I can't promise to be able to do everything, but as I'm going to be going over all the rigging code to fix it for Blender 4.0, now's as good a time as any for additional improvements.
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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 Month
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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animaliok
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animaliok
Posted 3 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 9,
Visits: 398
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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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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: 7 Months Ago
Posts: 9,
Visits: 398
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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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animaliok
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animaliok
Posted 3 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 9,
Visits: 398
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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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