Changes to Media Plate Actors in Unreal Engine 5.5 (no transparency fix)

EPIC have implemented some changes in the way Media Plate actors are handled in Unreal Engine 5.5. In addition to the (still experimental) Media Plate plugin, there’s now a new Holdout Composite plugin/component combo available that’s enabled by default. Due to changes implemented therein, emissive plates can apparently handle image content better and even works …

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How to transfer UV Maps between objects in Blender

I had worked on the packed UV layout of a figure with the intention of using the resulting textures on the original model in Daz Studio. Trouble was, there was no way for me to import the new packed UV layout into the Genesis figure because I had modified the base model, so it didn’t …

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Using the ZRemesher in ZBrush the right way

I’ve recently worked out how to properly use the ZRemesher in ZBrush. It ccan create handsome topology from somewhat messy meshes. I had previously assumed it’s a one-click magic button, but learnt the hard way that it actually distorts meshes to the point of not being able to recognise them afterwards. Turns out ZRemeshing is …

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How to disable an Unreal Engine plugin via text editor

Some plugins can cause trouble and keep the Unreal Editor from starting. When that happens, there’s no way to disable a plugin via the GUI. Thankfully it doesn’t quite mean “game over” just yet, because we can tweak our project’s configuration file to exclude plugins that may prevent a start. Here’s how to do it: …

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Split UV Maps from Polypaint in ZBrush

Complex figures like humans are best UV unwrapped when they’re split into multiple parts, like arms, legs, head and so forth. When we’re working with Genesis or Reallusion figures, the heavy lifting has already been done for us, but when it comes to creating these splits from scratch it can be tricky. Here’s a way …

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How to setup FilaToon Shaders in Daz Studio 4.23

FilaToon is a new shader that’s been introduced in Daz Studio 4.23. The actual render engine to make this possible (Filament) has not changed and was actually introduced sometime in 2019, but it never did anything other than auto-translate Iray shaders under the hood for faster scene previews in the viewport. With FilaToon, the developers …

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How to invert normals on an object in Unreal Engine

Flipping or recalculating normals usually requires a round-trip into a modelling app, but thanks to Unreal Engine’s built-in modelling tools, it can also be done “in-Engine” as they say. Let’s see how to do it! It’s a little hard to see from this screenshot, but the object on the right needs its normals flipped for …

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Where are the new Daz Premier features in Daz Studio

If you’re looking for the new Daz Premier Subscription features (aka the ManFriday Subscription), here’s where to find them. You’ll need Daz Studio 4.23 or higher, and an active Daz Premier subscription to use these. Search Install Manager for “premier” and install the currently five packages that show up and restart Daz Studio. Here’s where …

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How to import clothing from Marvelous Designer to Character Creator

Character Creator has a similar workflow to Daz Studio when it comes to importing and rigging clothing. We export the avatar, model/fit clothing in MD, export an un-rigged OBJ and transfer the skeleton and weight maps. Pitfalls lurk at every corner of course, so I thought I’d make some notes before I forget it all …

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How to create a flickering light with a Light Function in Unreal Engine

I’ve been tinkering with a flickering light effect. While it is possible to animate the intensity with Blueprint code directly, there’s an easier way that lets us use the intensity as an override and make the light flicker without futzing with variables. The solution is a Light Function. To create one, let’s make a new …

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How to fix “spatilally loaded Actor references non-spatilally loaded actor” in Unreal Engine

I had this warning in Unreal Engine 5.3 recently when opening a level and didn’t quite know what to make of it: “Spatially loaded actor references a non-spatially loaded actor”. Everything seemed to be working fine, and since it wasn’t an error as such, I didn’t worry too much about it. Curious about what this …

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How to export cameras from Unreal Engine

The other day I needed to make some geometric changes to an object in Blender that relied on my object looking handsome when viewed through a specific camera in Unreal Engine. Hence the best way to work was to export the camera I had setup in UE, and it wasn’t obvious how to do that. …

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Fixed: Unloaded Actors in the Unreal Engine Outliner

Here’s another Unreal Engine oddity that many have come across, including myself: some actors in the outliner show as “unloaded”. You can’t navigate to them, you can’t right-click on them and make them show up, they just linger like a ghost. Here’s an example: This only seems to happen when World Partitioning is enabled and …

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How to show time rather than frames in iClone

iClone only shows a frame-code in the timeline by default, but that’s not helpful in all situations, especially when you’re switching between applications. If you need to make a 40 second clip in iClone, you’ll have to so some calculations we might not have mental energy for. Thankfully there is a (workaround sort of) way …

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Closing Lips with the Stick Contour Node in Faceform Wrap

I was working on wrapping a character that had their mouth slightly open, and I didn’t have a controller to close it. Without a sculpting/modelling session, this would have been problematic to turn into a Genesis morph. Thankfully Faceform Wrap has an interesting node to close those lips using the Stick Contour feature. Here’s how …

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Creating Follower Clothing with Chaos Cloth in Unreal Engine 5.4

There is a neat way to turn static meshes into dynamic follower clothing in Unreal Engine! Since 5.3 there’s a Chaos Cloth plugin that ships with the engine, although it’s only really become usable in 5.4. It looks more complicated than it is, so let me walk you through the basic workflow in principle: Let’s …

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How to remove unused Materials in Blender

Sometimes we may need to get rid of objects that clutter up our Blender scene. When it’s geometry that’s very easy to do: click on the object in the viewport or the outliner, the press X or delete and said object is gone. But what about unused textures, materials and material slots? Not so obvious …

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Changing the Premiere Pro UI Colours back to pre-2023

In the latest release of Premiere Pro 2024, Adobe thought it would be a great idea to “refresh” the UI colours we see in the timeline and on labels. As a long term Premiere user of nearly 30 years, those innovations annoy the living daylight out of me. I’m all for updates, but they should …

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Combining Bump and Normal Maps in Daz to Unreal

Some Daz outfits use both a bump and a normal map to create handsome looking details in Daz Studio. Sadly though, by default the current Daz to Unreal bridge only transfers one or the other, which means we’re not getting the same details showing up after the transfer in Unreal Engine. The G9 Summer Bikini …

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