Home › Forums › Graphics / Blender › Verge3D for Blender Render issue – skin texture
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2021-05-26 at 5:48 pm #41448edward.yilongParticipant
Hi, I am currently evaluating Verge3D as a Blender add-on and have run into some issues in rendering 3D character skin textures. Essentially, the Blender Eevee skin texture rendering deployed via Verge3D to the web is very different from the Blender Eevee render as shown in the attached png images below. I have gone through the Verge3D online documentations, the Verge3D for Blender tutorials as well as searched the web for solutions. However, I have not come across anything specific on this issue.
Could Soft8Soft please provide some guidance? Is the rendering difference tied to some known Verge3D issues, or is it driven by the Blender parameter settings which require adjustments to improve the quality of the render results?
Some additional info:
The 3D character model was imported from Daz3D to Blender with first level mesh details. It is also UV unwrapped and texture mapped.
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You must be logged in to view attached files.2021-05-29 at 6:41 pm #41573xeonCustomerNice model. Color issues between Blender EEVEE and Verge3D are rather small as long as you are using compatible shaders nodes. DAZ is really nice but it can create shader networks that are not compatible with Verge3d. Skin tones often take advantage of subsurface scattering that is not supported in Verge. After importing a model from DAZ you will to open each material and walk through the nodes to find if they are using any incompatible nodes or node settings. Once you remove the unusable nodes and unusable settings…you will then retweak your Blender materials and EEVEE results will be the same in Verge3d.
Lighting is another area that can be an issue. You will want to check your Color Management and exposure settings to make sure they are compatible with Verge before exporting and adjusting your materials.
Lastly, check your lighting and make sure that only lights compatible with Verge3D are being used.
Your Verge 3D image looks a bit washed out…even in the blacks so I would double-check the last two items before doing anything.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-06-08 at 12:08 pm #41932mastajappaCustomerI seriously don’t understand why verge3d doesn’t support SSS. It is possible to do it in Sketchfab from which I believe uses webGL as well. Like this example I’ve made;
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