Comment here if anyone wants a tutorial on getting results like these, if you like it.
ARealiti
Posts: 135
After a lot of effort for anyone who is struggling with using Daz to Unity it is possible to get good results I think, but it takes a lot of non Daz tweaks like Unity lighting and Post-processing as well as Unity mesh setup and optimization, this is running at 120fps on my NVidia 3080 setup, it's all Daz except some hairs. Click on image for full size.
Post edited by ARealiti on
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I'm always interested to see great results from Daz assets in Unity and Unreal. Always appreciate those who are willing to share new tips and trick :)
I have lots of users from here on my Youtube subs list, I seem to buy a lots of assets and then never find the time to use them in a meaninful way :(
Looks great. Please share your tips/tutorial, if possible.
Thanks.
Very nice result with so many Daz characters in the scene and still maintaining high fps, thought that would need Unreal engine to achieve this. Are they modular characters with multiple material slots, or using merged materials without skin under the clothes?
I thought about where to start on this and thinking about it there is a fair bit to cover, so I thought the best way to start is by starting at the end and working backwards as I've already shown a sort of final result. Even though it is important what we do with Daz models into Unity and how well we set them up, if we give up on the final step in Unity to light and post process and get discouraged about the final result it will be all for nothing, so sad.
Topic 1: Lighting and Post Process Stack In Unity for Daz models
So below is an image of the same scene without good lighting and post processing also in HDRP exact same Unity characters and models. If you click on both the first one and this second one and look at the full images side by side in 2K I think you will clearly see the second one is not as good in many ways. I think this shows clearly it's not really a Daz model fault that we get some what I think are bad looking results in Unity. The simple default style one below is with just standard sort of Sun and standard indirect lighting (ambient etc...) and no post processing. The first better looking one has the same Sun but a lot of different other lighting and post processing.
Could people please comment and feedback if showing how to go from this image to the one previously posted using good Unity lighting and post processing of Daz stuff would be good to detail how to.
I have tried a ready made scene in Unity with Asher 8 (on the right)
and 2 other characters, to see how it looks
and if the lights and postprocessing works well for Daz 3D character.
The render is made with a built in pipeline.
Now I have changed the material to Christian 8 (on the left)
and it looks better to me.
Have not solved yet, this open mouth problem, while using humanoid animations from Unity.
Using the beret, to avoid problems with the hair.
On the Prefab's underlying model, choose Rig, Configure, then Head and remove the Jaw Transform to None. Animation of the mouth still works and all morph animation still works on the face which is nearly all talking and facial expression animation. See screenshot attachements.
Unfortunately, you can't get visual results like the first one I posted with anything other than HDRP.
Seems like there will definitely be a lot to cover, I will think more about a better way to do this. I might propose to Daz that I do one or more Unity sample projects for Daz to Unity if Daz will sanction them.
Here is the same scene with Sun Shaft through the front door. This is done with a third party asset just released a week ago on special, very happy with the results as it's the first one with HDRP volumetric light shaft with volumetric shadows in the light shaft.
Thanks for that fix. I will try to setup a scene in HDRP, as well.
Still experimenting with built-in pipeline and Beautify 3.
Added Babina 8 to the scene. Beautify 3 is highly customizable.
I am reminded of my thoughts when I see Picasso's representation of a shadow.
https://www.artsy.net/artwork/pablo-picasso-the-shadow
Some of us see the world differently and you and others that play games and create them may well see the world differently to me and be trying to achieve different outcomes.
Thanks for the comments, @ARealiti.
Your fix for open mouth problem works really well.
I need to run applications created in Unity in WebGL
and built-in pipeline works best there.
Hi, @ARealiti
Just wonder, how do you do with Daz 3D environements in Unity.
Are you exporting them from Daz Studio and use them as is in Unity,
or you only use them as a building blocks and construct environment in Unity.
All the best for you.
Playing with sun flares, https://www.daz3d.com/the-library and Babina 8 in URP.
Hi @ARealiti,
Were you able to find a way to write up a tutorial on how to setup lighting? If it's too much work maybe you could just give us a list of things you played around with and what kind of materials you used. I assume it also matters what kind of room the scene is in and what kind of materials that has.
Yes, if possible...
I would love to see your character pipeline. I'm sure there's somwthing I could learn.
Hi thanks for the feedbacks, I sort of moved on from this.
Please remove.
Please remove
Please Remove
Some quick (non lighting) hints:
1. Use Decimator to reduce poly count (in daz) or get a decimator in Unity/or Blender (Lower genesis models might be better as they are more effecient with polygons?)
2. Use texture atlas to merge textures into 1 texture
3. Using ai voiced chars - Export visemes ee, th , oo etc mouth morphs.
4. Buy low genesis hair, or hair for games - from unity asset store. Gen 8 9 hair seems to be a real challenge to decimate..
I'm using URP for my project atm - I think it delivers solid results and I can export to every platform.including webgl (I'd use URP over stand becuase it's better in webgl)
One thing I might try is trying reallusions soupday shaders on daz models in Unity - I think this is legal becaue I own Character creator and the daz models.
I've been using Unity asset store scenes with thee l.ight already setup, so haven;t delved to deep into it.