Profile Picture

Unity Auto Setup

Posted By Victor.Soupday 5 Years Ago
Rated 5 stars based on 12 votes.
1
...
53
54
55
56
57
...
58

Author
Message
_RESERVED__238317
_RESERVED__238317
Posted 2 Years Ago
View Quick Profile
New Member

New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 1, Visits: 1
URP 15 is missing, can we have a version for it so we can use latest LTS of unity?
Rikochet
Rikochet
Posted 2 Years Ago
View Quick Profile
New Member

New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 2, Visits: 209
Hi Soupday,

With any hairstyles I've purchased, I import characters with them into Unity and the hairstyles appear as overly transparent in gameplay. The issue varies depending on the particular hairstyle, from barely perceptible to severe. I have attached a screenshot of the most severe instance I have encountered. It is using a hairstyle from this collection: https://marketplace.reallusion.com/hari-collection-1
Notes:
- The five or so hairstyles that came with Character Creator seem to work fine.
- It seems like any non-blonde color on these hairstyles gets lost, so the less blonde the hair, the more severe the issue.
- I've tried different shaders for the hair and found that HairShader_2nd_Pass_Baked_3D almost works well, maintaining visual quality while being just a little bit too transparent.
- Most of the hairstyles I've tried are G3+, same type as the hairstyles that came with Character Creator. I have not been able to figure out any difference between them.
- Tested in BiRP and URP.
https://forum.reallusion.com/uploads/images/8d8bea2e-c954-4c82-88d9-d5df.png
Victor.Soupday
Victor.Soupday
Posted 2 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: Last Year
Posts: 569, Visits: 9.0K
Rikochet (9/13/2024)
Hi Soupday,

With any hairstyles I've purchased, I import characters with them into Unity and the hairstyles appear as overly transparent in gameplay. The issue varies depending on the particular hairstyle, from barely perceptible to severe. I have attached a screenshot of the most severe instance I have encountered. It is using a hairstyle from this collection: https://marketplace.reallusion.com/hari-collection-1
Notes:
- The five or so hairstyles that came with Character Creator seem to work fine.
- It seems like any non-blonde color on these hairstyles gets lost, so the less blonde the hair, the more severe the issue.
- I've tried different shaders for the hair and found that HairShader_2nd_Pass_Baked_3D almost works well, maintaining visual quality while being just a little bit too transparent.
- Most of the hairstyles I've tried are G3+, same type as the hairstyles that came with Character Creator. I have not been able to figure out any difference between them.
- Tested in BiRP and URP.


I suspect it's just a basic transparent blended PBR/Traditional material, which Unity doesn't do well. Hair needs special consideration in the shader to layer the transparencies correctly. (either multiple passes or dithered alpha clipping)

What's the hair material shader in CC4? If you can change it to Digital Human Hair, the tool in Unity will set it up with the hair shaders and you can tweak the settings from there.


glenn_235118
glenn_235118
Posted 2 Years Ago
View Quick Profile
Junior Member

Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 11, Visits: 110
Hello Victor, when I disable using Amplify shaders in the settings and rebuild the materials, almost all the body related shaders are replaced but none of the clothing shaders are?
Using 163 URP17
Glenn

glenn_235118
glenn_235118
Posted 2 Years Ago
View Quick Profile
Junior Member

Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 11, Visits: 110
Hi Victor, my end goal is to get the best set of CC4 character shaders working on VisionOS. Using Unity 6000.19 and VisionOS 2.0. Looking for any suggestions or recommendations to what to use or apply.

Glenn
Rikochet
Rikochet
Posted 2 Years Ago
View Quick Profile
New Member

New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)New Member (47 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 2, Visits: 209
Victor.Soupday (9/15/2024)

I suspect it's just a basic transparent blended PBR/Traditional material, which Unity doesn't do well. Hair needs special consideration in the shader to layer the transparencies correctly. (either multiple passes or dithered alpha clipping)

What's the hair material shader in CC4? If you can change it to Digital Human Hair, the tool in Unity will set it up with the hair shaders and you can tweak the settings from there.


Thanks, Victor. Most of them were set to PBR, one to Traditional. Setting them to Digital Human Hair seems to fix the transparency issues but some of my hairstyles now have this different issue with changed hair color and lots of white in their hair. Couple screenshots below; On the left is Scene view, where they look fine, on the right is Game view, where the hair is all different.

https://forum.reallusion.com/uploads/images/e46e02ae-a634-44c6-9a22-9311.jpghttps://forum.reallusion.com/uploads/images/caec2533-6405-4d00-a6ba-020d.jpg
mat365
mat365
Posted 2 Years Ago
View Quick Profile
Junior Member

Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 12, Visits: 130
Hi, I'm using the version 1.6.3 for URP17.
I'm getting unnecessary blend shape duplicates in other meshes, for example in the brows mesh I have "V_Open" which is actually a blend shape of the body mesh. They are in both meshes, but only the one in the correct mesh works. However, the duplicates didn't happen in previous versions.

Victor.Soupday
Victor.Soupday
Posted 2 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: Last Year
Posts: 569, Visits: 9.0K
mat365 (10/13/2024)
Hi, I'm using the version 1.6.3 for URP17.
I'm getting unnecessary blend shape duplicates in other meshes, for example in the brows mesh I have "V_Open" which is actually a blend shape of the body mesh. They are in both meshes, but only the one in the correct mesh works. However, the duplicates didn't happen in previous versions.



The blend shapes and everything else in the FBX are created in the export from CC4. It used to remove empty blend shapes from the export but it seems it doesn't any more.

Am I miss-remembering, but wasn't there an option in the advanced export settings to remove unused morphs? It seems to be gone now, which might explain why.

Edit: Not just to Unity either, seems to be the case for all exports.
mat365
mat365
Posted 2 Years Ago
View Quick Profile
Junior Member

Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)Junior Member (146 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 12, Visits: 130
Victor.Soupday (10/14/2024)
The blend shapes and everything else in the FBX are created in the export from CC4. It used to remove empty blend shapes from the export but it seems it doesn't any more.

Am I miss-remembering, but wasn't there an option in the advanced export settings to remove unused morphs? It seems to be gone now, which might explain why.

Edit: Not just to Unity either, seems to be the case for all exports.

Alright, sorry for the confusion. The only fix I have found so far is to export them to blender and remove them manually there...
kristof.van.rooy
kristof.van.rooy
Posted 2 Years Ago
View Quick Profile
Senior Member

Senior Member (340 reputation)Senior Member (340 reputation)Senior Member (340 reputation)Senior Member (340 reputation)Senior Member (340 reputation)Senior Member (340 reputation)Senior Member (340 reputation)Senior Member (340 reputation)Senior Member (340 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 21, Visits: 138
can someone help me: in unity both hdrp and urp using the tool my polycount of the characters goes from 50 000 - 90 000 in character creator to 500 000 + triangles for a character even in the test scene with just one camera. It is consistent with all characters i tested. Is this a bug in the new versions or am i doing something wrong during export or setup? There is no thing sticking out in terms of polygon count everything is very high. I thought maybe its the lighting but in urp it is similar triangles per character. 

 

1
...
53
54
55
56
57
...
58



Reading This Topic