The Default is DazIrayUberSpec which makes the skin at default look like a Dry piece of bread . When you switch to DazIrayUberSkin then we're talking. It looks realistic skin, and then you just have to play with the roghness to make it as moist as you want. But why the heck did Daz or the creators of Daz to Unity bridge make the Default be this DRY shader? I don't get it. It's kind of tedious that For a Human character that is supposed to have human skin by default, i have to annoyingly change the Shader to SKIN for every skin body part, even though it should have done that by itself.
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While it would be nice to get more information out of Daz, Here is what I think.
Using Unity verson 2019, I had the exact same issues. I would have to make the shader changes as you are doing.
On the Unity forums, there was a post related to this issue. Although I can not find a specific post or information, it seems that the Unity development team added the DazIrayUberSpec or something very similar to version 2020.
When I deciced to switch to v 2020, the characters imported in without having to fix the shaders. I still did the "install Unity Files" once.
I am currently learning to use the 2020.3.14 version.
How you manage to do it without having to fix anything? I'm on 2021.1.5 already and my shaders are still DAZ/iray/UberSpec for skin, i have to always change them by hand to uberSkin
Just updated to 2020.3.15 and set up new projects and everything is still working. Maybe the issue is how the project is set up. I have noticed that sometimes, if I don't follow a certain proceedure, I may have some issues. While 2021 may be different in some ways, this is what I do
Although I have not started to try scripting, I have Microsoft Visual Studio 2019 installed, and Unity sees that as my script package
First, during the Unity install, I select:
Since Visual studio is already installed, doesn't need to be checked.
Once installed, create new project
Select High Definition RP
Once Unity is open and the Sample Scene is loaded, I open the
Open Package Manager and update - Visual Studio Editor and then update High Definition RP
Close package manager and create a new empty scene. When creating I chose the HDRP outdoor. I then create a plane for visual reference, move the camera, sun, fog volumes out of the way. I do this because I have had issues with the sample scenes in the past, interfering with my Unity Package installations. I have also found, that sometimes, depending where I am in setup or even product imports, that I need to exit Unity and Quit the hub from the hidden Icons on the task bar, so that when reloading Unity, it is not trying to use any temporary files the Hub may have it's fingers on (until it has been shutdown)
Next, I go to the Project Settings (Edit Menu and scroll down), select Player and scroll down to "Configuration"
Right now the "Scripting Backend" is still set to "Mono", but I change the "Api Compatibily Level" to - Net 4.x, becuse some packages need this. I then go back to the Package Manager, add any packages that I want, do a project save, exit Unity and Quit the Hub as before.
Last, I reopen both DAZ and Unity, create first figure, usually a base genesis 3 or 8, send to unity via the bridge, using the "Install Unity Files" the first time.
In Unity, probably because the Bridge is for version 2019, I get a popup the first time saying that API's need updating, Click the I have a backup, and the figure loads. (only get this on the first import.)
That is all. I don't change any other settings for HDRP, skin or anything.
Let me know if you want to know anything else.
HI thanks so much for your explanation. wish it would work to change the shader to UberSkin because it still doesn't. It still remains at UberSpec.
The DazToUnity Bridge will default to IrayUberSpec instead of IrayUberSkin when it can not properly detect a skin shader. One common reason for this to happen is if you are using a figure with a shader material that is not supported by DazToUnity Bridge. For the official bridge, the supported skin shader materials are: omUberSurface, omHumanSuface and IrayUber. If you are using the unofficial bridge, then PBRSkin is also supported.
Almost all Genesis 3 and Genesis 8 Figures will have an option to use IrayUber shader materials. The easiest way to make sure your G3 and G8 figures are using IrayUber shaders is by making sure that "NVIDIA Iray" is the active Render Engine BEFORE you load a figure into a new scene. If you are trying to export an existing saved Daz scene file to Unity, then you need to select your G3 or G8 figure, then select the Surfaces tab, then the Editor sub-tab, and then select one of the skin surfaces of your figure. There is a row between the sub-tabs and the right-menu pane which should show "Shader: Iray Uber". If it shows an unsupported shader like "AoA_Subsurface", then you need to load the IrayUber or another supported shader. Iray compatible materials often have an "MDL" on their icons. Anything with an "RSL" will probably not be Iray / DazToUnity compatible. Hope this helps!
Hey Daniel thanks alot i will look into all of that. Thing is, i'm exporting(for testing) even just the basic G8 or G8.1 figures which already are set up with Iray Uber and their Skin in Unity is changed to UberSpec and not UberSkin. So in this case the skin is correctly using Iray Uber in DAZ, so why it is Spec in Unity? I just tried it loads of times yesterday and i coudn't find out how but i got your mesage today i will see what i can do to fix it.