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The problem now is that any head i use...is causing corrupt FBX when using UDTUBridge. Even if i just use One Body and it's correstponding head.
Ok i'll tell you where i'm at now.
I took down all the bought character body morphs and the head morphs that go with those bodymorphs and guess what? When i send my character which now ha s nothing but Height morph and Muscle morphs to Unity project with UDTUBrige with some shirt it gets errror "FBX Error" as i showed you before. But if i take the shirt out and send, no error.
what's going on? Now it's not accepting shirts no matter if i use Bought Body/head morphs or not. ANd yes i already restarted and yes i already recreated new daz files.
Well UPDATE:
It seems to be just that character above but i dont get it cause it's not a "character" anymore it's basically G8 Male cause i took out the character body morph and character face so i don't get why it makes errors still.
ANyways on the other hand i have saved files before (Prepared them to send to unity) like this one and this is exactly the same as i did with tht other file and it works flawless. it send via UDTUbridge super fast and no problems at all. I don't understand why this one works and the other does'nt
Hey Guys,
just started to take a look at the unofficial DTU bridge.
I can say for sure that skin looks a lot better than the official unity bride. It was still a little to platic to my taste but that was an easy fix with the parameters available.
Still there is problem with the hair on top of the head. For whatever reason, the bangs looks perfect and very silky, but the hair on top have this kind of transparency that make them "see through" when you rotate the head and create weird visual artifact.
Removing some of the transparency by bumping the alphaStrength at 2 solve the see through effect but not the visual artifact when in movement.
I tried the hair Shader coming as a sample with HDRP but the quality is really really bad.
Any idea on how to solve this issue?
screencap taken from unity in HDRP
Unfortunately, the problem is that realtime graphics / game engines use a technique to draw "see through" objects to the screen that requires they always be drawn "back to front". This requires the triangles in the mesh be "z-sorted" which is a huge FPS performance hit. You are seeing the "see through" artifact as you rotate the head because the hair strands that should be in front of other strands will be behind those strands as you rotate. The exact same visual artifact can be seen in the Filament viewport renderer in Daz Studio.
One workaround for this is to disable the "Alpha Blending" effect (Change Material Type from TRANSPARENT to OPAQUE) and only use "Alpha Clipping". You can add another step and set only one layer of hair as "alpha blend" enabled and leave all other hair layers as "alpha clip". The only problem is that most hair models have multiple layers using the same materials, so you can not separate them easily to "alpha blend" one layer and not all layers.
Also, have you tried the Official Daz to Unity Bridge recently? It was updated about 2 weeks ago and contains new features that I believe make it superior to the unofficial DTU. Due to my work schedule, I don't know when I will be updating the unofficial DTU again, but when/if I do, it will be something based off the latest Official Daz To Unity Bridge.
HI Daniel i'm having many troubles sending stuff in Unofficial Daz To Unity brdige 1.2.
I always get error that bad FBX. And it seems to be something with 1 object, or one morph or 1 hair.
Is ther a limit of how many of the same hairs you can have sent to your project with UDTU?
Beause i already sent quite a bit with the same hair. ANd now all the sends i do with that same hair, give me an error of bad FBX and so the FBX is not created properly and the Prefab is not created and is empty.
Like I probably sent 10 or 15 guys with the same Hair or maybe even more
EDIT JUST AFTER TRYING AGAIN:
Hi Daniel SO I just tried again, deleted the hair the Guy had which i had used successfully with like a few like 10 to 15 guys.
And used a differet hair and BOOM!!! success....No problems, Conversion was quick like seconds and the send and everything was perfect.
So there does seem to be a limit. Or UDTU gets confused by too many IDs of the same number( i assuming the hairs have some ID numbers)