DAZ IRAY to Unity 5

jdavison67jdavison67 Posts: 645
edited October 2015 in The Commons

I'm curious about the importing of these new IRAY characters into Unity. I have yet to attempt anything like this.

I don't expect everyone here to be Unity experts, but I'm sure we have a few pioneers.

I was wondering how the IRAY textures and the new generation of figures fare in this workflow. Does the rigging carry over?

Do the updated textures, and models  translate when you export a V7, IRAY, character into Unity, or is it more problematic than earlier Genesis, or Genesis 2, characters setup for 3Delight?

 

 

 

Post edited by jdavison67 on

Comments

  • Iray is a material/render option - the models and rigging are the same.

  • jdavison67jdavison67 Posts: 645
    edited October 2015

    But when we convert the textures for IRAY we convert to Uber Base. Does this make a difference in how it would look in Unity or do you have to tweak the textures in Unity anyway?

    I guess a better question is, does Unity render more like 3Delight or IRAY?

    Post edited by jdavison67 on
  • ToborTobor Posts: 2,300

    You're not really "converting" anything. The original textures stay the same; what changes is a combination of settings that control how those textures are rendered in Iray. You could certainly render a cinematic in D|S Iray for inclusion in your Unity game, but in-game rendering will be handled by Unity's own engine.

  • FSMCDesignsFSMCDesigns Posts: 12,754

    Depends on the lghting/rendering system Unity uses. I know that Unity 5 uses real-time global illumination and physically-based shaders, so it's much closer to Iray than 3Delight in that aspect. I would assume that there will be tweaking involved at least going from one rendering environment to a different one.

  • mjc1016mjc1016 Posts: 15,001

    Depends on the lghting/rendering system Unity uses. I know that Unity 5 uses real-time global illumination and physically-based shaders, so it's much closer to Iray than 3Delight in that aspect. I would assume that there will be tweaking involved at least going from one rendering environment to a different one.

    That's pretty much true for any change in rendering environment...there are very few switches that you don't have to tweak things.

  • mtl1mtl1 Posts: 1,507

    One thing you should watch out for is that the DAZ models could have too many polys for the engine to handle. Optimizing the texture sizes as well as decimating your figures will help improve the performance of whatever you're doing in Unity.

  • FSMCDesignsFSMCDesigns Posts: 12,754
    mtl1 said:

    One thing you should watch out for is that the DAZ models could have too many polys for the engine to handle. Optimizing the texture sizes as well as decimating your figures will help improve the performance of whatever you're doing in Unity.

    Granted if game development is the reason for using Unity instead of DS, then they would need a license to use any DAZ assets in Unity. I have seen a few cool uses of Unity other than game design lately, so I tend to give users asking about using DAZ meshes in Unity the benefit of the doubt. In which case, the higher quality of the mesh/textures might not be as much of an issue if not for game use.

  • mtl1mtl1 Posts: 1,507
    mtl1 said:

    One thing you should watch out for is that the DAZ models could have too many polys for the engine to handle. Optimizing the texture sizes as well as decimating your figures will help improve the performance of whatever you're doing in Unity.

    Granted if game development is the reason for using Unity instead of DS, then they would need a license to use any DAZ assets in Unity. I have seen a few cool uses of Unity other than game design lately, so I tend to give users asking about using DAZ meshes in Unity the benefit of the doubt. In which case, the higher quality of the mesh/textures might not be as much of an issue if not for game use.

    That's very true. Similar to the use case of using UE5's rendering engine instead.

  • ArtiniArtini Posts: 9,455
    edited October 2015

    Below is http://www.daz3d.com/vincenzina-for-genesis-3-female

    and http://www.daz3d.com/marrakesh-souks-iray

    imported to Unity 5.21

    Already have fixed some materials, like normal maps and cutout opacity on the eyes and hair.

    If you running it on the decent PC (mine is 3 years old), you do not need to decimate or change

    resolution of the textures. Genesis 3 is even more game engines friendly than older generations.

    image

    Vincenzina21pic03a01.jpg
    1911 x 1115 - 690K
    Post edited by Artini on
  • daveleitzdaveleitz Posts: 459

    As far as I'm aware, Unity uses Direct X, which is a real time rendering system for games that has absolutely nothing to do with Iray.  If anything, Direct X and OpenGL have more in common with other biased render engines like 3delight.  Except, of course, for the fact that rendering at 30+ frames per second requires highly optimized software and shaders that remove many of the advanced features found in still frame rendering software.  However, as stated above, you can apply the available texture sets into Unity's shader presets and make adjustments from there.  They won't look anything like Iray PBR though.  If that was possible, why would anyone spend an hour to render a scene in Iray when the same still image could be done in a fraction of a second using a game engine?  Polygons, textures, and possibly rigs can transfer.  Shaders are written in code that doesn't transfer.

  • MarkHMarkH Posts: 79
    Artini said:

    Below is http://www.daz3d.com/vincenzina-for-genesis-3-female

    and http://www.daz3d.com/marrakesh-souks-iray

    imported to Unity 5.21

    Already have fixed some materials, like normal maps and cutout opacity on the eyes and hair.

    If you running it on the decent PC (mine is 3 years old), you do not need to decimate or change

    resolution of the textures. Genesis 3 is even more game engines friendly than older generations.

     

    These look very good. Would you describe what export formats and settings you're using for the Daz assets? 

  • ArtiniArtini Posts: 9,455
    edited October 2015

    I have exported assets from Daz Studio as FBX binary 2014.

    Then one need to go through materials of exported assets in Unity

    and change as necessary, adding normal maps to them, as they are not

    carried over automatically with FBX files. For lashes and hair, one need

    to change the shader to cutout, transparent or any other, that visually

    looks good in Unity. If you want, that the character will walk on the street

    or be stopped, when approaching the wall, then one need to setup the colliders.

    To animate characters with the Mecanim, one need to change the rig of them

    to Humanoid ones.

     

    Post edited by Artini on
  • ArtiniArtini Posts: 9,455
    edited October 2015

    Pictures from the short clip made in Unity 5.2.1

    I have tried to upload the GIF animation, but it only presented the first frame :(

    image

    image

    cap001.All files246.jpg
    1280 x 720 - 394K
    cap001.All files485.jpg
    1280 x 720 - 362K
    Post edited by Artini on
  • Fixme12Fixme12 Posts: 589
    Artini said:

    Pictures from the short clip made in Unity 5.2.1

    I have tried to upload the GIF animation, but it only presented the first frame :(

    image

     

    try a youtube?

  • ChoholeChohole Posts: 33,604

    animated gifs don't work on this software, and You tube videos can't be imbedded

  • Fixme12Fixme12 Posts: 589
    Chohole said:

    animated gifs don't work on this software, and You tube videos can't be imbedded

    why not?
    or also forbidden to link to youtube...?

  • ChoholeChohole Posts: 33,604
    edited October 2015

    Link to is fine, just they cannot be imbedded to play in the post.  Vimeo videos can though.  Also animated gifs can also be set up, via the image tool on the WYSIWYG tool panle, provided they are hosted somwhere that allows hot linking.     like this     

    Post edited by Chohole on
  • ArtiniArtini Posts: 9,455

    Here is the link to my example animation made in Unity:

     

  • MarkHMarkH Posts: 79

    Thanks very muchfor the info Artini. I'm very interested in getting Daz content into Unity for VR applications.

  • ChoholeChohole Posts: 33,604

    You do know about Morph 3D

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