If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.
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Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)
At EUE 2017, Chaos Group’s Co-Founder and CTO Vladimir Koylazov announced plans for integrating V-Ray into Unreal Engine 4, but didn’t give any specific details. SIGGRAPH 2017 brought more news with Vladimir talking about V-Ray for Unreal at Epic Games User Group.
Here are some of the revealed features:
- Import of the .vrscene file into the UE4
- Rendering of the scene in UE4
- Export of .vrscene files
- A custom shader for the VRayMtl material and custom baking engine to bypass lightmass
V-Ray for Unreal is said to bring faster workflows and the ability to produce the highest level of photorealism with ray tracing. For those of you unfamiliar with the technique, ray tracing can be defined as a method for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects. The technique brings a very high degree of visual realism (at a greater cost, of course).
So the thing is that artists and developers will now be able to get a V-Ray ray traced render straight from Unreal.
Stay tuned for more details on the integration process!