Thank you for the kind words, @Artini! However, I am afraid there was not very much talent involved so far; just a lot of passion, stubbornness and hard work. I have been working on this full time for the past 4+ weeks. I am justifying the effort as necessary work for the preparation of my first indie game. Fingers-crossed.
From the very bottom of my heart, THANK YOU FOR THIS!!! The standard plugin has not worked for me with too many errors since I am not using HDRP. This plugin worked like a champ! I now have my character in Unity animatable with all the morphs I need! No errors!
@Artini: Thanks for your suggestion! I have something similar in mind, but for other projects. I would rather keep my improvements for the Daz to Unity Bridge completely free. In my opinion, the Unofficial Daz to Unity Bridge project was started when Daz made their official bridge open-source. All that I am doing is paying it forward. Like I said in the first post: "Everyone is invited to fork and participate in the development."
Hey! This is still giving me the same issues as with the official plugin, where the prefab is not created, and the materials are all wrong.
I'm using HDRP, Unity 2020.3.6f
Actually, that explains the wrong materials right there: the materials are ONLY correct when you use the prefab. I'm assuming you are reverting to manually importing the FBX file using regular Unity steps. This will always produce the wrong materials because Unity does not know anything about the Daz material information. This is all stored in the DTU file, which is in JSON format. The official bridge (and the unofficial one too) will read this DTU file and try to recreate the Daz material using the custom IrayUber Unity shaders. It then creates a prefab for you by importing in the FBX file, and replacing each of the default Unity Materials with the new custom Unity Shaders. So, if the prefab was not created, then the bridge has not done anything for the import process yet.... What you need to do is find the DTU file which has the same name as the FBX file, select that, then go to the Daz3D menu and find the "Create Unity Prefab from selected DTU", or if you used the right-click menu it will just say "Create Unity Prefab". Hopefully that will be all it takes to start the import process going for you. Let us know if you're still having problems. Good luck!
Would it be posible to export animations for figures with SubD enabled? Currently if I export with SubD the figure gets smudged if I try to apply an animation.
This is awesome! Really hopeful I can get t his to work. I have never delved into any of the other render pipelines other than the one that Unity defaults to in a normal 3D project. Is that the "Built-In Render Pipeline?
I tried to import a model into my Unity project, which should just be the Standard renderer, because I didn't select URP or HDRP. My character came through however all components accept one part of my character is magenta, so that means its having trouble with the shader right?
I would really like to try your unofficial bridge. I put the dll into the plugins folder on Daz 4.15 on mac but do not get any new menus in file like it said in the post.
I would really like to try your unofficial bridge. I put the dll into the plugins folder on Daz 4.15 on mac but do not get any new menus in file like it said in the post.
Does this not work on a mac?
Thanks for any info.
A .dll files is for Windows, the mac equivalent would be .dylib
Would it be posible to export animations for figures with SubD enabled? Currently if I export with SubD the figure gets smudged if I try to apply an animation.
Hi, I've tested and confirmed your reported issue on both the Official and Unofficial DazToUnity Bridge plugins: meshes are being exported with subdivisions, but the additional vertices are not being weight-mapped. I need more time to figure out exactly how the Subdivision options in the Official DazToUnity Bridge plugin is intended to work as well as how the FbxExporter SubD options are supposed to work. Unity Engine does not natively support subdivision surfaces, so I would think the Official DazToUnity bridge is Baking the additional subdivision details into the exported Fbx, but I don't understand how the options are supposed to work yet. In the worst case scenario, I will have to write the manual baking of subdivision code by hand... that would probably take about 1-2 months to develop and debug. I'll let you know if that's actually the case in 1-2 weeks (when I have time to sit down and properly analyze what the code is doing and how the FbxExporter SubD support works).
EDIT:
I was very lucky and figured it all out in a few hours. DazToUnity/DazToUnreal plugins export SubDivisions by setting the "SubDivision Level" (SubDIALevel) property for the mesh and then LOCKing the property, I assume so that it isn't modified by the FbxExporter. You can manually export your desired level of subdivisions by locking the "SubDIALevel" property manually as well. Unfortunately, it appears that the FbxExporter will export the subdivided mesh, but does not write out appropriate bone weights for the additional vertices. This is solved by exporting metadata in a JSON file (along with many other properties that are not stored in the FBX files). The Unreal plugin component of the DazToUnreal plugin then has the functionallity to rebuild the missing bone weights, see github code: https://github.com/daz3d/DazToRuntime/blob/master/Unreal/UnrealPlugin/DazToUnreal/Source/DazToUnreal/Private/DazToUnreal.cpp#L738. However, the Unity plugin appears to be missing any code that even reads/parses subdivision metadata.... It will probably take me about 1-2 weeks to read through the Unreal C++ code to rebuild the missing bone weights and translate it to the appropriate Unity C# equivalent -- but unfortunately, I still have a lot of backlog on other projects. I'm going to put a tentative goal of middle to late September to start this project. As with all open-source contributions, if anyone else has free time and wants to contribute this section, please feel free! Thanks!
This is awesome! Really hopeful I can get t his to work. I have never delved into any of the other render pipelines other than the one that Unity defaults to in a normal 3D project. Is that the "Built-In Render Pipeline?
I tried to import a model into my Unity project, which should just be the Standard renderer, because I didn't select URP or HDRP. My character came through however all components accept one part of my character is magenta, so that means its having trouble with the shader right?
Thanks for any advice everyone.
Correct: You are using the "Built-In Render Pipeline" aka "Standard Shaders" when you do not choose URP or HDRP when creating your Unity project. Any Unity mesh which is colored magenta (whether it came from Daz Studio or any other source) is probably having issues with incompatible shaders. The official DazToUnity bridge only supports HDRP, but you can try the Unofficial DazToUnity bridge if you need to work with the Built-In Render Pipeline or URP. If you search the Daz forums, you can also find a few posts with tutorials on how to manually export/import FBX files from DazStudio to Unity and manually import the textures to recreate your model with whatever shaders you choose to use. Good luck!
I would really like to try your unofficial bridge. I put the dll into the plugins folder on Daz 4.15 on mac but do not get any new menus in file like it said in the post.
Does this not work on a mac?
Thanks for any info.
A .dll files is for Windows, the mac equivalent would be .dylib
That's correct. There is currently no mac version of the Unofficial DazToUnity Bridge plugin, yet. When I have time, I'll try to build a version for Mac, but my mac development system is limited by the fact that I am not running a new enough version of MacOS to test with Unity 2019+. Also, I have not built a mac-compatible plugin for DazStudio in about 4 years, so it may take me some time to figure it out again.
I'm using the Daz3d--> Unity plugin with the Built in Render pipeline.
I would pay for a toggle in the options so instead of populating a Daz3d/Built-In Iray material it would populate a Unity Standard Shader material. All I need is Diffuse, Metallic, Height and Normal.
I took a look at the code but its over my head- I have little experience working with shaders etc. It would even save a lot of time if your bridge collected all the textures a Daz model is using and copied them into a folder. I'm using the built in render pipeline so I have to manually copy the metallic/normal/height textures as Daz only exports the diffuse with the standard fbx export.
btw I tried manually switching the shader type but it loses all the textures on the switch.
I'm using the Daz3d--> Unity plugin with the Built in Render pipeline.
I would pay for a toggle in the options so instead of populating a Daz3d/Built-In Iray material it would populate a Unity Standard Shader material. All I need is Diffuse, Metallic, Height and Normal.
Unity Standard Shader support is already on my To-Do list, but I'll move it up on the priority queue and try to have it included within the next 1-2 releases. Thanks.
Would it be posible to export animations for figures with SubD enabled? Currently if I export with SubD the figure gets smudged if I try to apply an animation.
Hi, I've tested and confirmed your reported issue on both the Official and Unofficial DazToUnity Bridge plugins: meshes are being exported with subdivisions, but the additional vertices are not being weight-mapped. I need more time to figure out exactly how the Subdivision options in the Official DazToUnity Bridge plugin is intended to work as well as how the FbxExporter SubD options are supposed to work. Unity Engine does not natively support subdivision surfaces, so I would think the Official DazToUnity bridge is Baking the additional subdivision details into the exported Fbx, but I don't understand how the options are supposed to work yet. In the worst case scenario, I will have to write the manual baking of subdivision code by hand... that would probably take about 1-2 months to develop and debug. I'll let you know if that's actually the case in 1-2 weeks (when I have time to sit down and properly analyze what the code is doing and how the FbxExporter SubD support works).
EDIT:
I was very lucky and figured it all out in a few hours. DazToUnity/DazToUnreal plugins export SubDivisions by setting the "SubDivision Level" (SubDIALevel) property for the mesh and then LOCKing the property, I assume so that it isn't modified by the FbxExporter. You can manually export your desired level of subdivisions by locking the "SubDIALevel" property manually as well. Unfortunately, it appears that the FbxExporter will export the subdivided mesh, but does not write out appropriate bone weights for the additional vertices. This is solved by exporting metadata in a JSON file (along with many other properties that are not stored in the FBX files). The Unreal plugin component of the DazToUnreal plugin then has the functionallity to rebuild the missing bone weights, see github code: https://github.com/daz3d/DazToRuntime/blob/master/Unreal/UnrealPlugin/DazToUnreal/Source/DazToUnreal/Private/DazToUnreal.cpp#L738. However, the Unity plugin appears to be missing any code that even reads/parses subdivision metadata.... It will probably take me about 1-2 weeks to read through the Unreal C++ code to rebuild the missing bone weights and translate it to the appropriate Unity C# equivalent -- but unfortunately, I still have a lot of backlog on other projects. I'm going to put a tentative goal of middle to late September to start this project. As with all open-source contributions, if anyone else has free time and wants to contribute this section, please feel free! Thanks!
We were actually contacted by another developer with a workaround that doesn't rely on the unreal solution. Unreal's solution is just linear interpolation of the weights which is why the highest it goes is subdivision 1. I will add the FBX Exporter is very high on our priority list to fix and proper subdivision export is a necessity in my opinion.
Right now internally we are still testing ways to use it in other bridges too. Pretty much the simple way to explain the solution is it exports two meshes one at subdiv 0 and the second at subdiv 1 or 2 of your choice. Its using opensubdiv to subdivide the mesh and then copies over the weights.
I also wanted to add how impressed we are with the progression happy to see other developers putting their valuable time into the Daz Bridges thank you for having an interest in the Unity Bridge progression wish we had more time into developing the unity bridge so happy to see your work for it. Please don't be afraid to reach out to us if you need a hand on anything :)
Thanks!
Sam
We were actually contacted by another developer with a workaround that doesn't rely on the unreal solution. Unreal's solution is just linear interpolation of the weights which is why the highest it goes is subdivision 1. I will add the FBX Exporter is very high on our priority list to fix and proper subdivision export is a necessity in my opinion.
Right now internally we are still testing ways to use it in other bridges too. Pretty much the simple way to explain the solution is it exports two meshes one at subdiv 0 and the second at subdiv 1 or 2 of your choice. Its using opensubdiv to subdivide the mesh and then copies over the weights.
I also wanted to add how impressed we are with the progression happy to see other developers putting their valuable time into the Daz Bridges thank you for having an interest in the Unity Bridge progression wish we had more time into developing the unity bridge so happy to see your work for it. Please don't be afraid to reach out to us if you need a hand on anything :)
Thanks!
Sam
Thanks so much for the kind words and insights! It really clears up my questions about how all the relevant programming pieces were fitting together. I'll look into the opensubdiv solution, and try to assess if I can implement that instead of translating the unreal bridge's linear interpolation.
Great progress, but I am getting green skin for the iray uber skin shader :(
However, not all time ... just exported the same model with a push modifier on the cloth and the green went away. What?
Green skin occurs because the Daz custom diffusion profile needs to be manually installed. I have step-by-step instructions on the main release page: https://www.daz3d.com/forums/discussion/518681/released-unofficial-dtu-bridge-v1-1#latest Just search for "green" and you should find it. If the green skin disappears without modifying the diffusion profiles, then the active shader may be using the Unity default diffusion profile.
Great progress, but I am getting green skin for the iray uber skin shader :(
However, not all time ... just exported the same model with a push modifier on the cloth and the green went away. What?
Green skin occurs because the Daz custom diffusion profile needs to be manually installed. I have step-by-step instructions on the main release page: https://www.daz3d.com/forums/discussion/518681/released-unofficial-dtu-bridge-v1-1#latest Just search for "green" and you should find it. If the green skin disappears without modifying the diffusion profiles, then the active shader may be using the Unity default diffusion profile.
Thanks, that did the job. Before, the green went away becaus I mixed other things up (didnt include the skin in the export and had fixed it manually to something with another shader before)
Hi I just got my my copy of Unofficial daz to unity bridge for the first time ever. All these years i've been uusing the official one and man i'm impressed. The official one is sooo buggy and doesn't work well, but this official one works to perfection( after i figured out from another thread that i had to install a special shaders thing that someone provided in that thread into the daz3d /.../shaders folder OR else you would get green skin and other weird stuff).
But anyways, it's awesome now. With the official, the skin would start off as IrayuberSpec and not IrayUberSkin, but with the Unofficial version it comes as IrayUberSkin automatically that makes things much easier!!!!
But i have a question, when in Unity i tried to Script animation for the Skin Material like to animate skin going from nonmoisture, to fully moisture/wet it wouldnt' work because that's just how i guess the Daz or the Dazto unity bridge worked, and it wouldn't allow you to animate Skin material properties. Does animating (via script) skin material properties such as Wetness/moisture OR other objects(not skin) Alpha work in Unofficial daz to unity bridge? The alpha animation also didn't work with the offical daz to unity bridge
Really interesting in using this bridge to fix an issue I'm having with URP. I've got a great quality model from Daz store, and the bridge to Unity results in not being able to use the Iray Shaders (show as pink)
Obviously I can't follow the HDRP process of adding the iray diffusion profile, so I'm wondering does your plugin create a workaround for this?
Or otherwise is there some way to work around this problem? My main issue is that while I can get an ok version of the model in Unity, it's missing important details that go with the material that make it look very lacking!
Really interesting in using this bridge to fix an issue I'm having with URP. I've got a great quality model from Daz store, and the bridge to Unity results in not being able to use the Iray Shaders (show as pink)
Obviously I can't follow the HDRP process of adding the iray diffusion profile, so I'm wondering does your plugin create a workaround for this?
Or otherwise is there some way to work around this problem? My main issue is that while I can get an ok version of the model in Unity, it's missing important details that go with the material that make it look very lacking!
Cheers for any help
Andrew
Sorry for the late reply. The uDTU bridge does have URP support. In the future, I may include support for third-party commercial URP shaders which have SSS and other effects that are not part of the free-URP distribution. You didn't tell me any details about your great quality model from Daz store, so I am unable to tell you anything more specific about whether or not uDTU will work for your specific case. Since it is free, why don't you just try it out? Also, the information on this thread is old. The latest information can be found on this thread: https://www.daz3d.com/forums/discussion/529086/released-unofficial-dtu-bridge-v1-2-2021-10-31#latest
Comments
Yes, @danielbui78 is extremely talented. Please keep posting. Thanks.
Thank you for the kind words, @Artini! However, I am afraid there was not very much talent involved so far; just a lot of passion, stubbornness and hard work. I have been working on this full time for the past 4+ weeks. I am justifying the effort as necessary work for the preparation of my first indie game. Fingers-crossed.
From the very bottom of my heart, THANK YOU FOR THIS!!! The standard plugin has not worked for me with too many errors since I am not using HDRP. This plugin worked like a champ! I now have my character in Unity animatable with all the morphs I need! No errors!
Update: I sill haven't gotten the weightmap vertex ordering figured out yet, so I posted over on the Daz SDK subforum for help: https://www.daz3d.com/forums/discussion/503266/exporting-dforce-weightmaps-vertex-order#latest
@danielbui78: I would like to support your work (but not through Patreon) and would like to use your plugin for my Unity projects.
You already have a product, so maybe just create a commercial fork of it and sell it on Unity Asset store.
I would be happy to be your first customer there, if you let me know the release date.
Keep up your good work on your unofficial updates and all the best for you.
@Artini: Thanks for your suggestion! I have something similar in mind, but for other projects. I would rather keep my improvements for the Daz to Unity Bridge completely free. In my opinion, the Unofficial Daz to Unity Bridge project was started when Daz made their official bridge open-source. All that I am doing is paying it forward. Like I said in the first post: "Everyone is invited to fork and participate in the development."
Great. I have no skills yet to participate in the development.
I am very happy, that after many years of trials and errors,
I can at least use a ready made assets from Daz and Unity Asset store in my Unity projects.
That is something, I was only dreaming of before for a very long time.
Hey! This is still giving me the same issues as with the official plugin, where the prefab is not created, and the materials are all wrong.
I'm using HDRP, Unity 2020.3.6f
Actually, that explains the wrong materials right there: the materials are ONLY correct when you use the prefab. I'm assuming you are reverting to manually importing the FBX file using regular Unity steps. This will always produce the wrong materials because Unity does not know anything about the Daz material information. This is all stored in the DTU file, which is in JSON format. The official bridge (and the unofficial one too) will read this DTU file and try to recreate the Daz material using the custom IrayUber Unity shaders. It then creates a prefab for you by importing in the FBX file, and replacing each of the default Unity Materials with the new custom Unity Shaders. So, if the prefab was not created, then the bridge has not done anything for the import process yet.... What you need to do is find the DTU file which has the same name as the FBX file, select that, then go to the Daz3D menu and find the "Create Unity Prefab from selected DTU", or if you used the right-click menu it will just say "Create Unity Prefab". Hopefully that will be all it takes to start the import process going for you. Let us know if you're still having problems. Good luck!
Would it be posible to export animations for figures with SubD enabled? Currently if I export with SubD the figure gets smudged if I try to apply an animation.
This is awesome! Really hopeful I can get t his to work. I have never delved into any of the other render pipelines other than the one that Unity defaults to in a normal 3D project. Is that the "Built-In Render Pipeline?
I tried to import a model into my Unity project, which should just be the Standard renderer, because I didn't select URP or HDRP. My character came through however all components accept one part of my character is magenta, so that means its having trouble with the shader right?
Thanks for any advice everyone.
I would really like to try your unofficial bridge. I put the dll into the plugins folder on Daz 4.15 on mac but do not get any new menus in file like it said in the post.
Does this not work on a mac?
Thanks for any info.
A .dll files is for Windows, the mac equivalent would be .dylib
Hi, I've tested and confirmed your reported issue on both the Official and Unofficial DazToUnity Bridge plugins: meshes are being exported with subdivisions, but the additional vertices are not being weight-mapped. I need more time to figure out exactly how the Subdivision options in the Official DazToUnity Bridge plugin is intended to work as well as how the FbxExporter SubD options are supposed to work. Unity Engine does not natively support subdivision surfaces, so I would think the Official DazToUnity bridge is Baking the additional subdivision details into the exported Fbx, but I don't understand how the options are supposed to work yet. In the worst case scenario, I will have to write the manual baking of subdivision code by hand... that would probably take about 1-2 months to develop and debug. I'll let you know if that's actually the case in 1-2 weeks (when I have time to sit down and properly analyze what the code is doing and how the FbxExporter SubD support works).
EDIT:
I was very lucky and figured it all out in a few hours. DazToUnity/DazToUnreal plugins export SubDivisions by setting the "SubDivision Level" (SubDIALevel) property for the mesh and then LOCKing the property, I assume so that it isn't modified by the FbxExporter. You can manually export your desired level of subdivisions by locking the "SubDIALevel" property manually as well. Unfortunately, it appears that the FbxExporter will export the subdivided mesh, but does not write out appropriate bone weights for the additional vertices. This is solved by exporting metadata in a JSON file (along with many other properties that are not stored in the FBX files). The Unreal plugin component of the DazToUnreal plugin then has the functionallity to rebuild the missing bone weights, see github code: https://github.com/daz3d/DazToRuntime/blob/master/Unreal/UnrealPlugin/DazToUnreal/Source/DazToUnreal/Private/DazToUnreal.cpp#L738. However, the Unity plugin appears to be missing any code that even reads/parses subdivision metadata.... It will probably take me about 1-2 weeks to read through the Unreal C++ code to rebuild the missing bone weights and translate it to the appropriate Unity C# equivalent -- but unfortunately, I still have a lot of backlog on other projects. I'm going to put a tentative goal of middle to late September to start this project. As with all open-source contributions, if anyone else has free time and wants to contribute this section, please feel free! Thanks!
Correct: You are using the "Built-In Render Pipeline" aka "Standard Shaders" when you do not choose URP or HDRP when creating your Unity project. Any Unity mesh which is colored magenta (whether it came from Daz Studio or any other source) is probably having issues with incompatible shaders. The official DazToUnity bridge only supports HDRP, but you can try the Unofficial DazToUnity bridge if you need to work with the Built-In Render Pipeline or URP. If you search the Daz forums, you can also find a few posts with tutorials on how to manually export/import FBX files from DazStudio to Unity and manually import the textures to recreate your model with whatever shaders you choose to use. Good luck!
That's correct. There is currently no mac version of the Unofficial DazToUnity Bridge plugin, yet. When I have time, I'll try to build a version for Mac, but my mac development system is limited by the fact that I am not running a new enough version of MacOS to test with Unity 2019+. Also, I have not built a mac-compatible plugin for DazStudio in about 4 years, so it may take me some time to figure it out again.
Wow! Amazing work with this!
I'm using the Daz3d--> Unity plugin with the Built in Render pipeline.
I would pay for a toggle in the options so instead of populating a Daz3d/Built-In Iray material it would populate a Unity Standard Shader material. All I need is Diffuse, Metallic, Height and Normal.
I took a look at the code but its over my head- I have little experience working with shaders etc. It would even save a lot of time if your bridge collected all the textures a Daz model is using and copied them into a folder. I'm using the built in render pipeline so I have to manually copy the metallic/normal/height textures as Daz only exports the diffuse with the standard fbx export.
btw I tried manually switching the shader type but it loses all the textures on the switch.
Excellent work and thanks for your time.
Unity Standard Shader support is already on my To-Do list, but I'll move it up on the priority queue and try to have it included within the next 1-2 releases. Thanks.
We were actually contacted by another developer with a workaround that doesn't rely on the unreal solution. Unreal's solution is just linear interpolation of the weights which is why the highest it goes is subdivision 1. I will add the FBX Exporter is very high on our priority list to fix and proper subdivision export is a necessity in my opinion.
Right now internally we are still testing ways to use it in other bridges too. Pretty much the simple way to explain the solution is it exports two meshes one at subdiv 0 and the second at subdiv 1 or 2 of your choice. Its using opensubdiv to subdivide the mesh and then copies over the weights.
Here is their repository.
https://github.com/cocktailboy/daz-to-ue4-subd-skin/blob/master/Daz_to_UE4_Subd_Skin_Weight.pdf
I also wanted to add how impressed we are with the progression happy to see other developers putting their valuable time into the Daz Bridges thank you for having an interest in the Unity Bridge progression wish we had more time into developing the unity bridge so happy to see your work for it. Please don't be afraid to reach out to us if you need a hand on anything :)
Thanks!
Sam
Thanks so much for the kind words and insights! It really clears up my questions about how all the relevant programming pieces were fitting together. I'll look into the opensubdiv solution, and try to assess if I can implement that instead of translating the unreal bridge's linear interpolation.
I made a hotfix release: https://github.com/danielbui78/DazToRuntime/releases/tag/v0.5.1-alpha-unity
This fixes an issue which caused the HDRP IrayUberSpec shader to not compile, resulting in some purple textures.
Unofficial DTU Bridge, Version 1.0 is now released: https://www.daz3d.com/forums/discussion/518681/released-unofficial-dtu-bridge-v1-0
Excellent news.
Great progress, but I am getting green skin for the iray uber skin shader :(
However, not all time ... just exported the same model with a push modifier on the cloth and the green went away. What?
Green skin occurs because the Daz custom diffusion profile needs to be manually installed. I have step-by-step instructions on the main release page: https://www.daz3d.com/forums/discussion/518681/released-unofficial-dtu-bridge-v1-1#latest Just search for "green" and you should find it. If the green skin disappears without modifying the diffusion profiles, then the active shader may be using the Unity default diffusion profile.
Please make sure you are using the latest 1.1 release. This thread was created when the unofficial DTU project was not yet at version 1.0. Go here for the information on the latest version: https://www.daz3d.com/forums/discussion/518681/released-unofficial-dtu-bridge-v1-1#latest
Thanks, that did the job. Before, the green went away becaus I mixed other things up (didnt include the skin in the export and had fixed it manually to something with another shader before)
Hi I just got my my copy of Unofficial daz to unity bridge for the first time ever. All these years i've been uusing the official one and man i'm impressed. The official one is sooo buggy and doesn't work well, but this official one works to perfection( after i figured out from another thread that i had to install a special shaders thing that someone provided in that thread into the daz3d /.../shaders folder OR else you would get green skin and other weird stuff).
But anyways, it's awesome now. With the official, the skin would start off as IrayuberSpec and not IrayUberSkin, but with the Unofficial version it comes as IrayUberSkin automatically that makes things much easier!!!!
But i have a question, when in Unity i tried to Script animation for the Skin Material like to animate skin going from nonmoisture, to fully moisture/wet it wouldnt' work because that's just how i guess the Daz or the Dazto unity bridge worked, and it wouldn't allow you to animate Skin material properties. Does animating (via script) skin material properties such as Wetness/moisture OR other objects(not skin) Alpha work in Unofficial daz to unity bridge? The alpha animation also didn't work with the offical daz to unity bridge
Sorry, this thread is no longer being updated and contains outdated information. I reposted your question and answered it with step-by-step instructions in the [Released] Unofficial DTU Bridge thread: https://www.daz3d.com/forums/discussion/518681/released-unofficial-dtu-bridge-v1-1#latest
Hi @danielbui78
Really interesting in using this bridge to fix an issue I'm having with URP. I've got a great quality model from Daz store, and the bridge to Unity results in not being able to use the Iray Shaders (show as pink)
Obviously I can't follow the HDRP process of adding the iray diffusion profile, so I'm wondering does your plugin create a workaround for this?
Or otherwise is there some way to work around this problem? My main issue is that while I can get an ok version of the model in Unity, it's missing important details that go with the material that make it look very lacking!
Cheers for any help
Andrew
Sorry for the late reply. The uDTU bridge does have URP support. In the future, I may include support for third-party commercial URP shaders which have SSS and other effects that are not part of the free-URP distribution. You didn't tell me any details about your great quality model from Daz store, so I am unable to tell you anything more specific about whether or not uDTU will work for your specific case. Since it is free, why don't you just try it out? Also, the information on this thread is old. The latest information can be found on this thread: https://www.daz3d.com/forums/discussion/529086/released-unofficial-dtu-bridge-v1-2-2021-10-31#latest
Good luck