AUTO SETUP FOR UNREAL ENGINE

Automatic Shader and Skeleton Assignment for Characters & Assets

Character Creator, iClone and ActorCore provide quality characters, animations, and assets to game developers. To save time in the complicated and repetitious import process, Reallusion offers tools to automate the task of Digital Human shader assignment and characterization for Unreal Engine 4 & 5.

DIGITAL HUMAN SETUPS

Material & Shader Adjustment

Character Creator, iClone and ActorCore provide quality characters, animations, and assets for game developers. However, importing characters to Unreal Engine requires heavy and complex character setups, which includes creating and assigning shader blueprints for each individual part of the character. With the help of the Reallusion Auto Setup tool, you can save enormous amount of the time invested in your project, making the process of Digital Human shader assignment and characterization for Unreal Engine fully automated.

Auto Setup 1:1 transfers Hair Shader parameters from Character Creator/iClone to Unreal. Shader is setup to easily adjust hair color, highlights, specularity, roughness, thickness(hair alpha), and more. Hair, brow, and beard are all assigned the Hair Shader.

Eye Shader consists of different anatomical parts of the eye including iris, sclera, limbus, and pupil, (each with adjustable features and parameters). You can flexibly change color, brightness, roughness, specular, depth, refraction level, etc. In the Auto Setup 1.24 update, Eye Shader & Eye Occlusion shader blueprints were enhanced to achieve a more realistic look on the eyes. Adjustments were made towards sclera brightness, iris brightness, and eye occlusion shadow.

Get stunning renders for Digital Human skin in UE5 with the Reallusion Auto Setup tool. Digital Human Skin shader is setup to easily adjust subsurface scattering, roughness, specular and micro-normals for character skin. Parameters on different facial parts can be adjusted separately with the help of RGBA masking.

Teeth color and brightness can vary based on age, race, gender, and ethnicity. Whether you want your character to have a radiant smile with neat and glistening teeth, or ferocious creature to have intimidating and gritty teeth, anything is achievable with the help of the Teeth and Tongue shader. Ambient Occlusion properties are also provided to control shading inside the mouth cavity. Combine these parameters with the use of Character Creator morph sliders to generate variations with the best results.

Expression Wrinkles New v1.3

Upgrade to Auto Setup 1.3 and gain access to the Expression Wrinkle shader in Unreal Engine, now equipped with advanced features like Flow Map and Wrinkle Constraints. Connect to iClone via Unreal Live Link or export your actors in FBX format from Character Creator to take advantage of these exciting capabilities. With this latest update, you can easily bring your virtual characters to life with even greater realism and detail.

Physics

In the Auto Setup 1.24 update, prior physics issues were fixed. Few enhancements were made towards Chaos Physics configuration and vertex weight-mapping, which includes a more accurate conversion from CC/IC texture weight map to UE vertex weight map (max distance scale value is set to 15 instead of 100 so the physics calculation is more subdued). Chaos Physcis configuration is optimized with a set of default values to create best possible physics calculation. With these improvements, hair now moves more naturally without destroying its intended style. See Tutorial >

In the Auto Setup 1.24 update, prior physics issues were fixed. Few enhancements were made towards Chaos Physics configuration and vertex weight-mapping, which includes a more accurate conversion from CC/IC texture weight map to UE vertex weight map (Chaos Physics configuration is optimized with a set of default values to arrive at the best possible physics calculation). It is suggested to delete unused collision shapes and fine-tune collision size and position to fit mesh boundary. Enable "Delete hidden mesh" option while exporting to prevent mesh clipping between skin and clothes. See Tutorial >

PROP PBR MATERIAL & SSS SHADER TRANSFER