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Strand-Based Hair Material does not copy over #69

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GeneralProtectionFault opened this issue Jan 11, 2024 · 13 comments
Open

Strand-Based Hair Material does not copy over #69

GeneralProtectionFault opened this issue Jan 11, 2024 · 13 comments
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@GeneralProtectionFault
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GeneralProtectionFault commented Jan 11, 2024

DAZ Studio 4.22
Unreal 5.3.2

The hair makes it to Unreal, but is all white.
The output mentions the hair, but only vis-a-vis posing, so it doesn't seem to be related to the material, so likely the material is not being handled.

Following is the output from Unreal after sending a G8.1F with a few clothing items:

Ignoring mesh SacralVellusHair.Shape because it has no weights.
No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
The following bones are missing from the bind pose:
Strand-Based Hair
Strand-Based Hair.Shape

GoldenPalace_Shell
GoldenPalace_Shell.Shape
ik_foot_root
ik_foot_l
ik_foot_r
ik_hand_root
ik_hand_gun
ik_hand_r
ik_hand_l

This can happen for bones that are not vert weighted. If they are not in the correct orientation after importing,
please set the "Use T0 as ref pose" option or add them to the bind pose and reimport the skeletal mesh.

@daz-ddb
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daz-ddb commented Jul 30, 2024

Hi @GeneralProtectionFault, very sorry for the delayed response! There are many reasons for the hair material not to be working, but it's difficult to know which one without more detailed information. Please let us know what hair asset you are using with link to the Daz Store, and also provide a screenshot or video of the issue you are seeing if possible. If the affected asset is not using Iray Uber or PBRSkin shader materials, then you can try applying one of these material presets if available.

@danielbui78 danielbui78 added the question Further information is requested label Jul 30, 2024
@Milliethegreat
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Milliethegreat commented Jul 30, 2024 via email

@GeneralProtectionFault
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Hi @daz-ddb . I'm not sure what you're looking for regarding the shader materials. My understanding is it just uses that RSL Strand-Based Hair shader, but I didn't do any material manipulation beyond typical coloring/gradient/etc... that I recall (created this over a year ago).

As mentioned in the issue title, this is strand-based hair, there's no DAZ asset in the store, I simply created it in DAZ studio with the existing tooling. As @Milliethegreat alluded to, my suspicion was that this was a bug with strand-based hair in general, not some specific asset or configuration. Essentially it just shows up white in Unreal, so I'm suspicious that there isn't handling of the material at all.

@Milliethegreat
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Milliethegreat commented Jul 30, 2024 via email

@Milliethegreat
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Milliethegreat commented Jul 30, 2024 via email

@GeneralProtectionFault
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So it's been a while, but I think I just left the settings very vanilla, just selecting the figure and such. Doing that, it imported successfully, but the strand-based hair was white, which is this issue here. The only output I got was what was posted above.

If it helps, I also filed this issue:
#68

The reason I put it here is because I was trying to import the same figure, and in that case the strand-based hair problem was merely incidental--but it crashed entirely if I tried to include morphs (even just standard morphs, nothing fancy), which is an even bigger problem. In that issue, I attached the crash log that DAZ provided. Maybe that's the difference between importing w/ white hair and crashing entirely--it was for me, at least.

Either way, it seems strand-based hair does not work correclty with DazToUnreal. So, I'm wondering if creating the most minimal of scenes with some random/fast strand-based hair might replicate the issue.

@Milliethegreat
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Milliethegreat commented Jul 30, 2024 via email

@Milliethegreat
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Milliethegreat commented Jul 31, 2024 via email

@danielbui78
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Hi @GeneralProtectionFault and @Milliethegreat,

First, let me clarify the state of strand-based hair support in DazToUnreal. It is not officially supported yet, however, there are a number of work-arounds.

  1. The blender alembic conversion work-around is to convert dForce strand-based hair to Unreal groom hair. You can search online for tutorials on how this can be done.
  2. Another potential work-around is described in the DazToBlender Issue 210 (Work-around for Exporting strand-based hair DazToBlender#210), which bakes strand-based hair to mesh hair. Unfortunately, there is a related issue (BUG: Some Strand-based dForce Hair Assets are unskinned/unrigged DazToBlender#207) where the exported hairs are unrigged -- which causes Unreal to delete the asset on import. Currently, if you are experiencing the issue with deleted unrigged mesh assets, you can export to Blender first then manually import to Unreal. In the future, we will try to develop an integrated solution for DazToUnreal.

Regarding RSL shaders, this is the old 3Delight shader material format, which are not fully supported by DazToUnreal. That is why none of your coloring settings are being transferred to Unreal. You can try converting these to MDL (Iray) shader materials, which have better support in DazToUnreal.

@GeneralProtectionFault
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Hmm, ok well that's good to know, but my suggestion would be then, that anytime DazToUnreal encounters an unsupported feature, be it strand-based hair, shaders, etc... that it indicates thus in the message? The error just says missing a bind pose. If it said "The following materials/objects/whatever are not yet fully supported:" then it would save the time of this issue or people going down the garden path trying to get it to work, as it seems Millie did ;-P.

@Milliethegreat
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Milliethegreat commented Aug 6, 2024 via email

@Milliethegreat
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Milliethegreat commented Aug 6, 2024 via email

@Milliethegreat
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Milliethegreat commented Aug 7, 2024 via email

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