Votes
0
Product:
Character Creator 3
Version:
3.44
Status:
Active
Issue 8268
Issues with Eye lashes
Export a RTX real-time optimized CC character to Omniverse as USD.
Open in Machinima.

"User must manually reduce the opacity threshold value in eyelash’s material"
https://forums.developer.nvidia.com/t/cc-characters-in-rtx-real-time/197870/4

I think this should be adjusted automatically to match the CC preview as much as possible.

Then about RTX Path Traced optimized CC character to Omniverse as USD:
"Users should uncheck the enable opacity cutoff to get the fractional opacity working"
I also think this should be automatically set to uncheck

Yours,
Pekka Varis
Omniverse Embassador
OS: Windows 10
  •  4
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Submitted bypekka.varis
1
COMMENTS (4)
pekka.varis
Oh, this all sound so super interesting!! 
So we wait :) that+s ok.
I inform prof Edmar anyway that we are planning to do this kind of look match in Omniverse when tech is ready there.

"Export Current Frame as Static Mesh for Refinement"
Oh yes I have to try this!! asap. But I have so much stuff to do hehhhe..
WayN
>Byt the way, do you think it could be somehow possible to build the same kind of look in Omniverse as you have now in CC realtime preview? I think it looks so damn good. That kind of project could be very cool..

I think it's very cool too, but we'll have to wait Omniverse RTX real-time support transparency fully and Subsurface Scattering (SSS, which is critical in human skin appearance).
if we uncheck the opacity threshold in RTX real-time, some part of the eye lash will disappear.
NVIDIA will eventually port the SSS from RTX Path-traced to RTX Real-time
When it happens, I think we don't need the Real-time/Path-traced UI option : )

>I hope they soon get the smooth refinement to work with your meshes with skeletons, so we get those perfect hairs, finger tips and clothe shapes.
smooth refinement in Omniverse is auto disabled when the character have skinning/blendshape animation
I think we'll have to wait for the support in Omniverse.

in Character Creator export UI,  you can optionally enable "Export Current Frame as Static Mesh for Refinement"
the export USD won't have skeleton or any animation. it's simply a flatten current frame/pose mesh. Then the refinement works in Omniverse.
it for a single close-view shot when you really, really want refinement/subdivision to work.
pekka.varis
Wow you are from Reallusion, Weien!! Sooo cool.
I get the best possible support from bith sides, lucky me.

Hey this sounds good enough. I still keep on building my RTX -real time scenes since I now know how to fix these eye-lashes issues and I have so much more to cover with RTX real-time.

Byt the way, do you think it could be somehow possible to build the same kind of look in Omniverse as you have now in CC realtime preview? I think it looks so damn good. That kind of project could be very cool..

I hope they soon get the smooth refinement to work with your meshes with skeletons, so we get those perfect hairs, finger tips and clothe shapes.
WayN
Hi Pekka, 
it's me Weien from Reallusion. (we had talked before on NV forum)

> I think this should be adjusted automatically to match the CC preview as much as possible.
I agree with what you said,
currently, Omniverse RTX Realtime still has some transparency issue (as Jiucao said in forum "and for create 2021 3.7 version still have some transpancy BUG" )

1.) auto uncheck in RTX Realtime won't looks ok, so we will auto uncheck  until RTX Realtime looks correct .
for correctly, I suggest export with RTX Path-traced

2.) we can adjust the default to 0.3 when export with RTX Real-time

What do you think?

Best,
Weien, Reallusion
1