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Message
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adityaasp.net
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adityaasp.net
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 2,
Visits: 8
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Hi I am trying to use CC4 character inside unity 2023 which supports webgpu. I wish to create HDRP build for web based application. I think CC4 skin shader look same in URP build created in older version (Unity 2021). I think even unity 2023 webgpu does not support HDRP. Kindly let me know if my understanding is correct? what is best way to achieve highest quality in web using cc4 +unity webgl/webgpu setup ? can you provide step by step by step guidance
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huntc938
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huntc938
Posted Last Year
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 5,
Visits: 62
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Hi, Unity 2022.3.16f1 - 3D core project type Auto-setup tool for Unity - 3D core (installed by git url) No Unity post processing package installed Avatar exported from CC4 as directed by the instructions here https://soupday.github.io/cc_unity_tools/usage.htmlExport was to a folder on my Windows PC first, then to Unity. Real Illusion Import character settings - please see image. How the character looks in Unity in Preview mode - please see image. Building for Meta Quest 3 VR headset (android OS), on a Windows 10 PC.When I deploy my app to the VR headset in Mixed Reality mode (the real world and digital rendering are combined) the hair of the avatar and its eyebrows are semi - transparent. Please see the image/video. Can you advise me on how I can possibly fix this please? I'm really impressed with CC4 and the import tool and would hate to have to refund it because if I can't fix this issue I will have to unfortunately. 76% of original size (was 665x19) - Click to enlarge 76% of original size (was 665x19) - Click to enlarge
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adityaasp.net
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adityaasp.net
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 2,
Visits: 8
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i need to know what changes you did to make cc4 character on webgl platform .it will be great help. I tried setting up avatar exported from cc4 in unity 2021. for that I am using unity 12. but still i am getting below result. and logs. can you help please? 76% of original size (was 665x19) - Click to enlarge
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mumiasms
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mumiasms
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 2,
Visits: 56
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Hi Victor SoupdayI hope you're doing well. I’ve been following your posts on the forum and am impressed with your expertise in iClone and CC4.I’m a VR developer working in Unity and I’m new to these tools. I’m looking for some paid assistance to help me get up to speed, specifically with exporting pipeline and mastering Unity Auto setup tool.Would you be interested in helping me out for a few hours or days? If so, please let me know. I’d greatly appreciate your expertise. Thank you!Best Regards, Volodymyr
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allentg
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Group: Forum Members
Last Active: Last Year
Posts: 1,
Visits: 35
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Hello! Thanks to everyone that has worked on this tool -- it is really good!
I am looking to do something maybe a little unconventional, but before I embark I wanted to know if one would foresee any great troubles. I want to create a basic version of the importer that works in a built game. Right now, there are uses of the UnityEditor namespace, e.g. AssetDatabase and PrefabUtility to name a couple, which prohibit directly implementing the core functions of importing an .fbx file in a built game. So, I wanted to attempt to convert this to something that would build.
Anyway, before I attempted this, does anyone know how feasible or possible this is? I am willing to scrap many features of the full tool, so long as I can take an .fbx freshly exported from CC4 and import it in my game while preserving visual fidelity.
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jcjohnny5
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jcjohnny5
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 1,
Visits: 4
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I know this is likely the wrong place to post this but I have a VR game Im building for the meta quest 2 in Unity version 2019.4.40f1 using URP. I'm wondering if its worth me trying to install the autosetup tool for urp using the documentation find here: and repos and such: Installation — CC/iC Unity Tools 1.3.0 documentation (soupday.github.io)Im not seeing a lot of good talk about it working for my version of unity and urp. But if you say its worth a go I'll do it. I guess I'll be stuck manually adding everything as I always do if you don't think it would work for my version of unity and urp in general. Thanks and sorry if posting in wrong place, first time here. UPDATE: just to add on i did in fact set up the tool but first i at least upgraded to 2020.3, it was kind of a pain to set up correctly and get used to but so worth it.
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mark.jsday
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mark.jsday
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 10,
Visits: 79
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Hi Victor, Can you help me please? I'm using URP renderer and have a reflection probe in my scene. When using the Amplify Skin Variant shader i notice the skybox reflections are being put onto the skin. How do i remove these reflections off the skin. I posted the issue below 76% of original size (was 665x19) - Click to enlarge I noticed in the amplify shader there is a template which defines it but changing them does not do anything when recompiling the shader [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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mark.jsday
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mark.jsday
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 10,
Visits: 79
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Hi Victor
Are you going to support the wrinkles in your Shader Graph version of the skin variant shader?
Regards Mark
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Victor.Soupday
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Victor.Soupday
Posted Last Year
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Group: Forum Members
Last Active: Yesterday
Posts: 569,
Visits: 9.0K
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mark.jsday (6/24/2024)
Hi Victor, Can you help me please? I'm using URP renderer and have a reflection probe in my scene. When using the Amplify Skin Variant shader i notice the skybox reflections are being put onto the skin. How do i remove these reflections off the skin. I posted the issue below I noticed in the amplify shader there is a template which defines it but changing them does not do anything when recompiling the shader [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 It's a shader feature, which means it must be turned off in the material. If it's not showing in the material inspector, you can edit the shader, and change: [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 to [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 Then "Environment Reflections" should appear in the inspector and you can turn it off in the affected materials.
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mark.jsday
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mark.jsday
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 10,
Visits: 79
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Yes ive tried that but its not working. When i check the debug its showing the _ENVIRONMENTREFLECTIONS_OFF and _SPECULARHIGHLIGHTS_OFF as invalid keywords 76% of original size (was 665x19) - Click to enlarge
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