I'm running into a few problems using CC3 in Unreal Engine for virtual reality. If I try to use high quality shaders, I get Riddick eyes, as in the first image below, and translucent clothing. If I try to use standard shaders, I end up with grey characters, as in the second image below. I don't believe this has anything to do with my character or the way I'm importing, as if I import in another project using deferred rendering and a desktop target, everything looks good to go. Has anybody else run into this issue before and have recommendations on solving it?
Thanks for your feedback and sorry for the late reply.
Forward Rendering got some known issue from Unreal.
Here are some description from their help manual.
"Access to the GBuffer is not available for texture sampling in the Forward Renderer and is only available with the Deferred Renderer."
Here is the link direct to their site.
Also, please provide your FBX to us, so that we can check if anything else that we can enhance.
Thanks for your help!
You can upload the fbx to cloud service such as Google Drive, and attach the download link in your next comment.
Hello, does anyone from Reallusion see these?
I didn't get any help through a support ticket.
I was able to get things somewhat working through the standard shader model, but I'm really, really hoping to get things working with nicer shaders.
Thanks David, I'll give that a go!
Hey, i have the exact problem with our VR app - jeans etc is see through.
I fixed it (which is more of a hack than a fix)
If you select your character, and then go to the offending material (jeans in my case) - it will most prob be an _inst material.
In the setting you have an opacity checkbox - set this to 2.
No idea why this worked as 0 should be see-through, 1 = not seethrough but depends on how they have built their shaders.
Hope this helps.
Reallusion Capture - opacity 2.JPG
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