Hi,
I’m noticing some texture issues with the DCC Export option in MetaHuman Creator.
It doesn’t seem to export the proper overridden textures and the body color texture doesn’t have any color.
Steps to Repro:
- Make a MetaHuman Creator asset with the Bruce Default and Assembled it in the Editor
- Make a MetaHuman Creator asset with the Ada Default
- Override the color/normal textures with Bruce Textures
- Run a DCC Export, Assemble in Maya and notice the issues
Thanks, Robert.
I have been able to replicate this, including on a later build of the engine. I have shared it with the engineering team to discuss further and will report back when I know more.
In the meantime, thank you for your patience while we work through these problems. I appreciate you taking the time to share the details and troubleshoot with us. Thank you.
Mark.
Hi Robert,
I was able to test this on a newer build of Unreal Engine today and, following the steps from earlier in the thread, the result is now as expected.
I haven’t been able to isolate a specific changelist that resolved this problem as there has been a lot of work in this area. It is part of the 5.8 stream, however.
Thanks,
Mark.
Hi Mark,
That’s great to hear. I’m, assuming the dcc export includes all the wrinkle maps baked down as well?
I have figured out workarounds but it would be nice if it worked from just the export.
Thanks,
Robert
Yes, DCC Export includes the wrinkle/animated maps.
Mark.
What about this DCCExportAssets Folder? Does it still get created on a DCC Export?
It seems superfluous at this point. I guess for people who want to use the full wrinkle maps but the deltas are so much better
Yes, it is still created - and you’re right, it is superfluous.
Checking with the team, this was removed yesterday.
The folder was used as a temporary place to write the textures due to a quirk of how texture graph creates textures - there is no option to export directly to disk so we write the texture assets and then export to disk.
There is, however, a somewhat hidden path called /Temp/ which can be used for this so the temp textures won’t showup in the content browser and in list of modified assets.
We’re going to switch to use this instead.
Great! I assume this temp folder doesn’t get added to builds or anything like that correct?
Does it auto delete or do I have to in there and delete the files myself?
I couldn’t put my hands on any documentation for this path. However, I’ve been told by the team that it is a virtual path mapped to the Saved folder in the project directory. It is treated by the engine as a place to store throw-away packages; source control and dirty check logic don’t apply. It is used in a few places across the engine to create temporary assets that need a valid path (and so a good fit for this use case). The files are never created on disk as the mount is read only.
Hope this helps