Fixing Daz Materials in Unreal Engine

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let's take a look how we can fix materials in Unreal Engine 5.2 in fact but of course it'll work in earlier and later versions of Unreal Engine as well this here is a Genesis 8.1 character that I have called Thea hello the let me just go and spin you around and have a look at the problem that we sometimes encounter with Genesis 8 characters in Unreal Engine and that's the skin looks a little bit too shiny here so let me show you how to take care of that there's that but there's also the problem with the hair cap so this kind of moay pattern that we see on her forehead that is the hair cap showing through and I'm going to show you that in an upcoming video but for now let's take a look at the skin fix for now what we're going to do is open the skeletal mesh up here that'll open a new tab and I think the first thing I want to do is in order to actually judge the material in this view is that I like to turn her around so the lights kind of coming from this way and that means the phase is in the shadow and that is not a good look it's like this 90° turn so let's fix that that first and make her face forward we can do this by utilizing a preview animation up here so currently we don't have one so let's create one there's an option to create a pae and an animation I prefer to use an animation for this I'm going to use the current pae here and that opens up a new little window I'm going to go over here to dto unreal I'm going to create a new folder called animations so it's just going to be a onef frame animation I'm going to call that face forward like so that opens up my animation which is one frame and it's kind of currently running so I'll pause that and go to the beginning and I'm going to use the root bone here and turn that 90° so this with control and both the left and the right Mouse button together I'm going to turn her over 90° so that will be or by 90 on the Z axis so that turns her now I need to set a key frame on here by pressing the letter S and that'll set a key frame here on the root bone and this means this is now my animation control shift s to save everything close my animation down and then up here under the preview animation I can now go and select it and now boom she's facing forward so this is already you know a good Improvement here so the way materials actually work in Unreal Engine is unlike they do in iray in Unreal Engine you have a Shader that's set up with nodes and that creates the material but that is often not what we use directly on a surface to make that appear instead we use an instance of that and we do that for performance reasons so you typically have an actual material from which you then create an instance and then you override values on the base material and this is also how D unre works and I'm explaining this because D unreal takes this a step further and has an instance of an instance so if we go to the body here then I can go and this would be the body you can go and isolate that this is actually the body or you can highlight it if you go and double click on this ball then you will open the material instance and if I go and shift this over here we can see a kind of a preview of what would happen if I were to change this you can go and override some values here so what I'm going to go and have a play with is the roughness offset offset or multiplier will both work but if I go and take this box then that means now I'm overriding this value on the instance and if I set that to something higher like 10 then you can see yep it's definitely less shiny maybe 10's too much maybe try five or try you know 4 3 2 try 1 try5 something like that until you're happy like 0.1 makes it less shiny 23 something like that maybe 0. 2 would be perfect or maybe 3 something like that but notice this change only actually happens on the body it doesn't happen on the face it doesn't happen on the arm so that's really no good unless I wanted to go through all these materials here so I'm going to go and leave this box unticked again so I can I bring this back and instead show you that this instance is also based on another instance so by going to the bottom you can close all these things down if you like at the bottom you see the parent of this instance and what that actually is and that is a base material for my character DJ Feer HD 8.1 base mat and if I double click that and this is now a material instance that governs everything that my character has so if I go and use the same roughness offset value here and crank that up to 0 2 that I can see that the shininess goes away all over her body in fact everywhere including the clothing so this is good but now I might want to bring this back say on the lips or on the eyes if I wanted to have the lips a little bit more shiny like I'll use three here then I can go now into the lips and then you know change this value again to override another value just to bring this to a close how we deal with this if you go down once again and have a look at the parent of my character's material that that is the base PBR skin material and that too if you open that up that is now the actual material that is made with nodes and this is what the dto plugin brings and if you ever needed to make any note overrides here you can add things you can add anive color if you wanted to do that and that will then be present on anything that's derived from this so D unre has multiple base materials in this case we're using the PBR skin material and we're instancing that for my character and that instance is then used for each surface of my character that's how that works so I'm going to close this down again I'm going to close this one as well takes a moment to compile these shaders so what I'm going to do now is just add a little bit more shine to the lips I mean they look like they're already shiny enough but just in case you wanted to make the lips shiny double click the lips material or the lips surface and on here you'll see that my roughness offset is now set you can just about see that to3 because I've overridden it but I can also go and override that now and put that to zero and then we bring more shine to the lips again so that's how we do with skin materials next let's have a look at how we can fix that hair cap transparency here
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Channel: The WP Guru
Views: 3,158
Rating: undefined out of 5
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Id: gMw13hefLvU
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Length: 6min 13sec (373 seconds)
Published: Wed Sep 27 2023
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