I organize my scene collections as chunks of areas like a grid so I know what needs to be disabled when the camera doesn't have it in view. Scenes can be massive in size and the contents as well and instead of going through the scene collection list, I'd rather press one button for a whole...More
We would like to be able to do a quick lighting change across an entire episode of project files when decisions have changed. Additionally, It would be very helpful if the lighting environment include separate HDR sun, sky and cloud layers that can be animated....More
I've presented the idea of creating presets for Characters that have cloned CC3+ bones such as leg, arm, neck/head and hand hierarchies so the body parts can be switched and accessed for mocap of complex characters. I hope Reallusion will adopt it and future proof it with AI video Motion Capture...More
OK so I can’t seem to understand why you’re more focused on unreal and it seems like Iclone8 is just a $500 unreal plug-in I see you doing more tutorials on using iClone in conjunction with Live links and unreal but unreal is a free piece of software, so I am a bit confused on why you’re focused...More
ref: Support TicketID : 244646 Hi, as you see in the video I posted, you will see there 2 switch points (the part where the camera switches) 1st is between 215 and 216, 2nd is between 213 and 214. By looking at the video you can see I scrubbed play head forward and the camera did a switch...More
I usually add 4k noise to my characters and props to add realism but doing this on the camera makes more sense and may very likely, make me not have to use such high quality maps to make things look good -unless I have to use the characters and props in an external program like Omniverse that...More
I'd love to have the ability for Black Magic Fusion/Studio to Live-Link animated characters, lights, cameras, IBL, elements(any images in an iClone scene) and Vise versa. Maybe real-time animation could also be possible. *The Live Link could have preset option to load a template for Match...More
Please update, Add: *The SSS map/mask slot should take the map information from the displacement channel (optionally) so it can be animated *We need to have translucency to see objects fading into the depth.. maybe add screen space opacity?...More
You could duplicate the SSS shader and write it for glitter so it changes based on light settings and angle. We can't use the existing roughness channel or metal channel to make this work because the sparkle will remain static. I achieved glitter in iC8 but not yet refined as it potentially...More