#avatar-optimization

1 messages · Page 65 of 1

heady smelt
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Hey, quick question, if I remove a lot of the useless dynamic bone collisions on my avatar, will that help optimize it just a little bit? Or does that type of stuff have no effect?

high kiln
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depends if it will move you on optimization limit i think colliders have 256 limit

buoyant holly
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removing Dynamic bone collider's would definitely help as that's less colliders to check

surreal oxide
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Question: Whats more optimized: Having clothes on a blendshape to shrink them out of existance or having them as seperate pieces that can be toggled on or off?
Ive been told by someone that the first option is the better one but i just wanted to verify

buoyant holly
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"Seperate meshes
It's one less draw call per toggle, and draw calls end up being more expensive than just sending more polygons through in the first place. In practise, this is the most obviously expensive way of doing it, and merging things together will save a lot of performance in tight scenarios.
However, if you have shapekeys on meshes, combining them will make a mesh with more polygons which could be worse for performance. For that reason, it's best to keep faces and bodies/clothes seperate.

Shapekeys
Each active shapekey makes a mesh a lot more expensive to render, regardless of how many verts it affects, and the more active shapekeys, the slower the skinning process gets.
Surprisingly, this gets much slower than you'd think. Tests showed framerates getting crushed with high-poly meshes using a single shapekey, and the costs increased dramatically as more keys were active. This is not ideal if all those extra polygons are just there to be hidden.
Also, even if you use a shapekey to shrink your clothes, the armature movement will still move it and cause it to spike out. Not ideal!

Bones
Even if you shrink something with bones, other bones affecting it will reduce the effect of the controller bone without some weird trickery in Unity.
One workaround people use is to set up a second armature for items and then constrain them to the main one, but they'll lag behind in your perspective and the constraints aren't free.
Another workaround is to generate a bone with un-normalised weights from within Unity that can shrink a vertex group to zero by itself.

Seperate material slots with invisible materials
This is about as expensive as seperate meshes, as each material slot on a model is a seperate drawcall.

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a breakdown of different methods

surreal oxide
buoyant holly
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basically it's better for performance for like your face to be a separate mesh because it contains blendshapes because blendshapes get more expensive the more triangles in the mesh

surreal oxide
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Hmm, thats gonna require some modifications to be made. Thank you for the info.

buoyant holly
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glad to be of help sorry for adding to your workload

surreal oxide
# buoyant holly glad to be of help sorry for adding to your workload

No worries, Id rather know all of this now then find out after i start trying to make my own avatar from scratch.

Also one more question: would it be better to use a blendshape or a toggle on high poly clothes/items that arent connected to the main body/face, because the more polygons a blendshape uses, the worse it gets. More accurately: what would be the threshold for using toggles over blendshapes?

dry igloo
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are blendshapes and shape keys the same thing?

surreal oxide
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Currently the highest poly count items is a 3k flintlock, i assume that would still be best done with blendshapes.

surreal oxide
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Dont ask me why its like that tho, that i dont know.

buoyant holly
dry igloo
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thank you!

high kiln
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it's because maya calls them blend shapes

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so unity kinda focused on maya there

buoyant holly
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because Maya is the game industry standard for modeling software

high kiln
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i hate maya for weird crashes . i dropped it

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but ye it is "industry standard" with zbrush

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zbrush cool software tho

normal nova
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Probably not a ton of interest to many, but I'm gearing up my 'instantly bake a game-ready version of any avatar' thing support more platforms. Compare here, VRC vs SL versions

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TBD: source engine, gmod, ??? whatever else I can think of

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But what's really nice is, because of how the bake thing is formulated, baking additional platforms past the first one takes only like 30 seconds more

buoyant holly
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very cool out of curiosity what does it do on the second life version that's different than the vrc bake

normal nova
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Well Unity uses PBR right? Diffuse, metallic, and smoothness

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And a separate RGB emissive map

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But SL uses an older specular setup, with albedo, specular, environment mapping, and a single channel emissive map that pulls colors from diffuse

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CATS bake tries to cludge together a passable version of everything by doing some magic behind the scenes

unreal plover
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Add support for arbitrary channel packing like in SimpleBake

normal nova
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I have something like that, but its not just channel packing

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For example, diffuse is, uhh

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(1 - ((1 - emit) + (1- (diffuse * AO))) * (1-metallic)

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buncha stuff like that

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but its all handled for you when you hit autodetect, and since it doesn't really take any extra time to support more platforms I'll probably just add a 'bake for all' button

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model once, use it everywhere!

unreal plover
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Ah, yeah. Would be nice if more textures than just the PBR stuff can be baked too. Especially masks for effects in poiyomi

normal nova
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Theres a couple but... its a lot of extra work usually

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Ive wanted to bake thickness and detail maps for forever but I just havent had the time

unreal plover
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Yeah usually I just bake it manually as a diffuse layer 🤷‍♀️

normal nova
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Yee. Even now the transparency baking is temperamental around some edge cases

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Having a subsurface shader would be so cool though

unreal plover
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Subsurface can look so goood

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I'm shifting my optimization workflow from Blender to Unity tho. Being able to preview stuff within Unity just makes life so much easier. Already got atlassing/armature/bone merging working. Just need to do some smart value gathering from existing shaders to automatically generate masks

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And not everyone wants to learn blender

normal nova
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Yeah, absolutely go Unity to get wider adoption

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Part of the reason I want Bake to remain in Blender (and pretty much the reason I started it in the first place) is cause you have the whole Cycles rendering engine at your disposal. So like in my avatar above, I drew the colors as a mask, added a shader to color them, then used Bake to do 'fake realtime' glowing and ambient occlusion so the face has ambient light reflections and stuff

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And the normal baking... that's one thing it would be absolutely amazing if you could get it into Unity somehow

silver nova
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Making a shot in the dark- fake dynamics already exist in some capacity for quest and look very good for hair. If anyone has any resources for anything of similar vein to make clothes move in quest, let me know!

ruby isle
normal nova
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Not that kind of fake dynamics x3 I think you're referring to animations

silver nova
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Yes it would be animation~ thats what i heard. Im pretty new so please forgive me, i still have a lot of figuring to do haha

unreal plover
# normal nova And the normal baking... that's one thing it would be absolutely amazing if you ...

https://markcreator.gumroad.com/l/Polytool

This is a thing, but it's also 30 bucks. So I booted up my old project again 😅

Gumroad

Polytool is a tool that helps you by automatically optimizing your models right inside Unity!It turns optimizing your models into a near-zero effort job. Choose a preset and go!It was originally created to optimize VRChat avatars but works for many different optimization jobs inside Unity. Feel free to join our Discord server to participate in o...

silver nova
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Saw this on twitter yesterday- they got a test version to see how it looks on your avatar it just wont publish

normal nova
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Ah yeah! I was talking to them earlier. It still lacks the normal thing though, which is such a huge part of the quality

unreal plover
buoyant holly
# silver nova Yes it would be animation~ thats what i heard. Im pretty new so please forgive m...

https://www.youtube.com/watch?v=ZG2q09cld9E&t=1294s not exactly a tutorial but it shows a set of those being set up

video 2 of making fake dynamics for quest
this time, i didnt struggle as much~

Join my Discord for premade fake dynamics for models:
https://discord.gg/JRhjx8d2Wt
The premade packages also include helpful tips and links for making your own.

▶ Play video
buoyant holly
silver nova
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Oh thanks! I overlooked that notakid made a semi process video

buoyant holly
normal nova
normal nova
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I've wanted to make a Unity plugin that just calls Bake with your installed blender version in batch mode under the hood for a while

unreal plover
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That sounds. Scary...

normal nova
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unfortunately I also have very little free time lately :v

buoyant holly
normal nova
silver nova
normal nova
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I should just start calling it LODBake

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saying 'Bake' and 'bake' as different things is not... helpful

buoyant holly
silver nova
buoyant holly
unreal plover
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hopefully

normal nova
buoyant holly
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like older video game models and models on mobile devices had a lot of lighting baked into the Avatar itself

normal nova
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Lemme reboot and I'll show you a screenshot

silver nova
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Oh gosh wait i wasnt i got you mixed up with nara lol

normal nova
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oh whoops

silver nova
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But still good info to have i need to learn a lot to get my crap to work

unreal plover
normal nova
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Yeeep

buoyant holly
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even though unfortunately you need some sliders to adjust optimizing a avatar

normal nova
silver nova
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So is animation baking what is being done for fake dynamics? i imagine its a headache for most things because it would take a lot of tedious work? No worry if it is that is why i went into the animation industry 🤣 (obviously not 3d though)

normal nova
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More accesable is always good

normal nova
unreal plover
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That poor VM

buoyant holly
silver nova
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Sounds like a usual day im up to the challenge

buoyant holly
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and at this point it's not really worth the cost for someone to make a tool to Auto make fake Dynamic bones as Avatar Dynamics is coming out

unreal plover
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Until people start capping out the performance limits of physbones

silver nova
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I dont have enough trust in my heart for things to ever come out on time

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Good that it is though~ alright thanks for all the help im off

unreal plover
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o/

normal nova
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the feilen army: original (wayyy too complicated), Excellent-rated desktop version, Excellent-rated quest version, second life version

buoyant holly
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I can hardly tell a difference which is a good thing

exotic fulcrum
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how do i also atlas the normals. when i atlas i only see the color textures in the atlas. what do i do about normal maps?

simple ivy
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Can someone help me with fixing a polygon count issue that i am having?

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why did it delete urs and not mine???

halcyon wolf
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Idfk

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maybe it hates me

simple ivy
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lamo

halcyon wolf
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But thats the issue i am having with my avatar

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the polygon count is unreasonably high even though i lowered it in blender

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it says it has 2billion poly's

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even though it shouldnt

radiant shadow
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read/write is off

halcyon wolf
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Can i turn that on in Unity?

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or something

radiant shadow
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That is where you set it, on your fbx

halcyon wolf
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Can you show me where to go to set it?

radiant shadow
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your sdk should also warn you about this

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old will not

halcyon wolf
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I got the CATs blender plugin installed just how do i pull up the tab for CATs

high kiln
halcyon wolf
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oh thanksssss

halcyon wolf
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Erm help

radiant shadow
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see error on bottom ?

halcyon wolf
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Yeah

radiant shadow
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likely descriptor on wrong place and no animator

halcyon wolf
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How tf do I fix it

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Should I pop in vc and stream it so you can walk me through it?

radiant shadow
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nope

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i rarely speak

halcyon wolf
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Well what should I do then to fix the problem?

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Cause it's been such a long time

radiant shadow
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Just put your descriptor on root of avatar where it should be

halcyon wolf
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Which would be where?

buoyant holly
exotic fulcrum
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Ok. So just line them up as close as possible same as the original atlas. ok. i'll try that. Thanks

drowsy falcon
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Can someone tell me how to combine materials in unity? I'm really new to this.

halcyon wolf
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Ok the problem was fixed, but how do I properly get the first person camera positioned correctly

acoustic latch
# halcyon wolf

the object called untitled. Where you have it, on Body, is not the correct place.

scarlet bone
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How do I start making a character in unity? I have the sdk3 downloaded but it says I need to wait longer/ incorrect verison installed.

sick timber
eager dirgeBOT
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Unlocking content uploading

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

sick timber
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^ more info on the new user thing

scarlet bone
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Thank you

cyan zinc
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I uploaded an optimized fallback using the android SDK for an avatar I sculpted, but how can I see for myself what the android version looks like in-game from PC without a Quest?

heady smelt
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i need help for optimizing my avatar for quest my brain cant take it

ruby isle
cyan zinc
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Alright, I'll just do that under a separate private entry, thanks

heady smelt
ruby isle
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Well we can't teach you everything. A majority of stuff can be found easily on google

sick timber
heady smelt
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actually wait

sick timber
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Features:
Optimizing model with one click!

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And a few others things but that's what you're looking for

heady smelt
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does it work with 2019.4.29f

sick timber
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It's for blender

heady smelt
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oh

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sorry

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lol

sick timber
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technically it works with any unity version since you could export the model to a compatible format but eh

heady smelt
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how do I import my avatar into belnder

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ill just look it up

sick timber
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Cats has a model import button

heady smelt
sick timber
heady smelt
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ok

heady smelt
sick timber
heady smelt
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ok

heady smelt
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i cant do it ive been trying for 2 hours

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everytime i try to import my avatar back into unity the color doesnt show up

sick timber
heady smelt
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how

sick timber
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Usually, just drag the material from the project to the part of the mesh with the slot

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You may need to extract them from the previous model, or make new ones

heady smelt
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wot

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i am deeply confused

sick timber
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I can't really explain it better

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Nor have the time to

heady smelt
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hey it wont let me save my atlas does anybody know why?

ruby isle
heady smelt
ruby isle
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It should have already exported as a png

heady smelt
ruby isle
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Wherever you selected to save it

heady smelt
ruby isle
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Those are materials

heady smelt
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i have not been more confused in my life

heady smelt
ruby isle
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Did you atlas this yourself?

heady smelt
ruby isle
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Did you create the atlas with cats or did the avatar just start with it

heady smelt
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i think the avatar started with it it is from vroid

ruby isle
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Then you don't need to do anything with it

heady smelt
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ok then so how do i get the colors on the avatar to show up

heady smelt
ruby isle
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You have to make the material yourself if they didn't give you one

heady smelt
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welp them im fucked

ruby isle
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You might need more Unity experience to make avatars then

hoary acorn
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Hey I'm kinda new to this server so I'm not sure if this is the right chat but I was stuck on something for the avatar I bought and was customizing. It seems like the shading on the face is different from the rest of the body when I go into certain worlds with low lighting and I was wondering if anyone knew how to fix this

vocal zephyr
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does turning build into android gonna mess up my files?

buoyant holly
hoary acorn
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I checked that it didn't look any different when I looked over it but I can look again

acoustic latch
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Someone else shared a twitter link recently from Poiyomi in 2019, you can try doing what is suggested and see if that fixes it https://twitter.com/poiyomi/status/1206348684922937345

If you have 2+ skinned meshes and you want them to have the exact same lighting you can force them to calculate lighting from the same position by dragging the spine(or any bone) into anchor override. This will force both meshes to sample lighting from the same location

radiant shadow
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guessing multiple meshes not anchored so light goes derp , that thing

buoyant holly
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yeah I could see it going derp from sampling 2 different light probes

hoary acorn
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hrm

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it looks like they are anchored to the same thing but I found some sliders that could maybe need to be the same

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I can't quite fix it right now

buoyant holly
hoary acorn
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I figured it out

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ty everyone

buoyant holly
hoary acorn
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I was looking back over all the shader settings and I happened to miss the one that actually mattered

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so I just made sure the body and face had the same settings

buoyant holly
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cool

whole parrot
mystic owl
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When creating an Avatar, is it possible to hide specific parts of the Avatar only for you but not for other players?
My Avatar has a big scarf which blocks some of my view when looking down. Is it possible to hide this scarf only for me (first person, but not third person view (like a mirror))?

untold pike
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@mystic owl you could probably position the eye bones in such a way so that it is not blocked

proper grail
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There is a built in animation parameter islocal, that can be used

sudden hemlock
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Is there any way to separate an atlased material back into separate ones?

proper grail
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in blender and substance painter its easier to work with, but a game ready model should be the least amount of meshes and materials possible

sudden hemlock
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Just want it to be editable at the moment. I can't figure it out in blender at all.

proper grail
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Ah, youre looking for how to assign faces to a new material

normal nova
buoyant holly
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very cool

calm spade
buoyant holly
normal nova
nova hornet
nova hornet
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Alright
when would work for ya?

nova hornet
undone stratus
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Hey, I'm working on a Taidum retexture and the model wont upload to vrchat from unity- does anyone now how to fix my issue?

ancient dagger
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Just wanting to make my model viewable for those on Quest.

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I literally have no idea what I'd be doing when it comes to going from Vroid -> Blender -> Unity.

calm spade
nova hornet
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I think the Eye brows, Eyelashes, and Eyeliner, all use transparency by default with VRoid so they'll look a bit different on Quest if you don't change it

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@copper plover you ok?

ancient dagger
hearty marsh
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make it a solid color and shape the geometry into the correct shape?

kind bane
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is there a way to fix material and mesh count while in unity or am i gonna have to import it to blender and work there?

onyx harness
kind bane
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okay follow up question if im using the materials and meshes for toggles could it break if i merge them?

onyx harness
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Yes, for some you could just change the pathing in the properties but for others you would have to create the keyframes again

kind bane
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and just one last thing how do i even export the unity file into an acceptable blender format

onyx harness
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Unity is usually just referencing a file in the project. Most the time this file is an fbx which is compatible with blender

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Chances are the mesh renderers in the scene are referencing the meshes embedded in said fbx. Thus, you can select one of these renderer components, click on the assigned mesh and it'll locate it in the project window.

kind bane
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wouldnt that mean that all my toggles have different fbx files?

onyx harness
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the renderer isn't referencing an fbx, it's referencing a mesh which is embedded in the fbx.
This is where it took me. 'PrincessV5' is the fbx and 'Body' is the mesh

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I just use this to find the fbx so I can take it into blender faster and also be sure I grab the right file.

kind bane
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for me it finds this instead of it looking in the hierarchy

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also just one more question. So my avatar isnt shown to quest users unless they allow my avatar but i just joined and my friend even with enabled avatar couldnt see the materials used for my avatar so i wanted to know how do i fix that?

nova hornet
whole parrot
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@normal nova im getting "cats uv not found" error when trying to use cats bake tool, do you know how to fix

whole parrot
normal nova
whole parrot
normal nova
whole parrot
safe galleon
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Out of curiosity, if an avatar has a toggled sweater, does turning off the toggle (hiding the sweater) reduce the poly count for a user who is viewing the avatar by unloading it. or does the sweater remain loaded at all times anyways even when hidden?

acoustic latch
patent tusk
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As far as I know, everything you add to an avatar is considered when the game calculates performance of an avatar.

safe galleon
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I see. I wonder if there is a way we could implement it, it may make it so that unhiding something might take a moment to show for others but could help save performance maybe? I'm not exactly a tech genius so for all I know I could be wrong, i'm more on the hardware side then software.

patent tusk
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Oh, it's actually a lot more performant when you turn off the items and then turn them on later. It's just that VRChat is silly and doesn't care.

buoyant holly
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basically vrchat is measuring worst case scenario with the rankings

safe galleon
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oh! so it does actually hide the polys then?

patent tusk
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Yes!

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A very poor avatar can be pretty performant all things considered

safe galleon
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does that mean that avatars with alternate outfits actually have an inflated performance value as a result?

buoyant holly
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yep but because there's no resource cap I'm not touching them with a ten-foot pole very poor avatars

patent tusk
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Yes.

buoyant holly
patent tusk
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I just load all avatars and crash if that's in the cards lol

buoyant holly
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myself I don't particularly care to see most random folks like poorly optimized anime avatars so I'm fine with fallbacks for them

safe galleon
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Thats interesting to note. I'm only just getting into the avatar scene. Literally watching the tutorial on how to do things using blender, so i'm by no means knowledgeable.

buoyant holly
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so if you do go with the lots of alternative outfit toggles good idea to have a second version of your avatar that only has one outfit for events/large crowds

patent tusk
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I turned off animations and shaders and put in a size limit, sometimes people have interesting looking avatars that I kind of want to see so I just take the risk every time

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if you go into a public world it's always a coin toss whether you get crashed within 5 minutes or an hour lol

safe galleon
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Yeah. My computer runs vrc finally but it still lags out in some worlds. but I do like being able to see avatars properly now

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which sparked my interest in making my own

patent tusk
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I've ended up in the Booth rabbit hole and I'm stuck, help

safe galleon
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Once corrupted, there is no return.

patent tusk
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you're absolutely right lol

buoyant holly
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yeah it seems on here you either turn into a booth girl or a furry

safe galleon
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Why not both?

patent tusk
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there's also the TDA army

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but we don't talk about the TDA army

buoyant holly
buoyant holly
safe galleon
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i'm not impressed by furry models. i'm more preferential to felines since my sona is a feline. but i've never really found one that fits

patent tusk
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I'm not a furry, and I find that while most furry avatars get no reaction from me, some of them make me feel a primal disgust that I can't help

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I've seen one like that

buoyant holly
safe galleon
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ive only seen nodachis and wickers (I know i butchered that. bite me)

buoyant holly
safe galleon
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oh or rex and protos. there is the occasional variety but mostly those

buoyant holly
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a website that catalogs lots of furry avatars

safe galleon
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huh. ive never heard of this site before

buoyant holly
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and a decent spot to find demo units would be the map furhub

safe galleon
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I can barely go there if its public. my computer despises it

patent tusk
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but you can just make your own invite only or friends only instance

buoyant holly
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yeah just make an invite-only instance so you can try on the avatars

safe galleon
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I've seen a few. The other main issue is a lot of the avatars I've seen are predominantly masculine

buoyant holly
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some of them have sliders to put on a more feminine build

safe galleon
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Yeah. I've seen a few but between the lack of a public feline furry avi and then predominantly masculine avis its hard to find. I mostly run around in a mint or rusk avatar

buoyant holly
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the website I linked also catalogs Booth models so you might be able to find some more obviously female cats that way

patent tusk
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so, what, they have a Patreon and they're supplying stuff that others try to sell? that's p cringe ngl

safe galleon
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How is it cringe to have a catalog that links you over to the site that you can buy it from

patent tusk
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Oh, it's just a link repository?

buoyant holly
patent tusk
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okay, then I take it back 😂

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I just noticed "DMCA" and "takedown" stuff at the bottom and that it's "supplying" avatars and stuff.

buoyant holly
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basically that's if someone posts a bad link

patent tusk
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ohhh, right

buoyant holly
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like if someone posted instead of the proper shop they posted a unmentionable vrchat website that hosts avatars illegally you would want to take that down

patent tusk
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oh yeah

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it sucks that sometimes avatar creators think you're a thief of some sort when you're just stuck buying avatars on Booth 😂

safe galleon
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sucks being broke and I have to use free stuff for now

cosmic plover
#

Does vrchat support LOD or would it do 1 of these 2 things or both

Report the combination of all lod tris as Tri count + material slot
Just remove the lod script

onyx harness
cosmic plover
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Sad, was planning on makeing event optimal avatars that weren't just get Tri count under 10k constantly.

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I see how it could be exploited tho

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That's even lower than 10k on quest

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On quest excellent is 7.5k

nimble agate
#

Hello. Is there any way to check what shader is used on quest avatar?

buoyant holly
tawdry venture
limber lodge
#

Hey hey everyone, someone here who has a video link or maybe can explain to me how the mesh toggle wheels works ? I don't really wanna toggle everything one by one but just scrolling on a wheel from 1% to 100% to toggle one animation after another. if anyone has any knowledge about that please dm me vrcAevSlap

ancient dagger
#

So I decided to give CATS a looksie and it seems like that while I was able to import my VRM Model without issue, trying to use BAKE results in a completely black model. Any idea what I'm doing wrong?

calm spade
#

Which version are you using ? They're not retro compatible

ancient dagger
calm spade
#

The version of cats, because the latest is not meant for blender 2.9X afaik

ancient dagger
#

Using 2.93.7 LTS of Blender.

#

I'm just trying to see how CATS works and if it's worth integrating into my workflow. I also wanna try and use it in the future to make a Quest-ready version of my avatar but getting stopped here kinda sucks 😅

calm spade
#

Are you sure that the issues aren't rendering related ? Since you're in rendered mode, could just be a material thing

ancient dagger
calm spade
#

Are your textures assigned in the image texture node ?

ancient dagger
calm spade
#

shading tab

ancient dagger
#

And after comparing both models, I think the answer is no.

calm spade
ancient dagger
#

Yeah I think I'll hop in there at a later point.

#

This has suddenly become a lot more complex than I thought it would 😅

#

This is what the pre-bake model's view looks like for comparison:

ancient dagger
#

I'm also starting to think VRM models are just wonky as shit to begin with 🤣

errant harness
#

Aight so i have a model file i want made into a quest compatible avatar

#

I’ll pay someone like 10 bucks to do it

calm spade
charred quest
#

Whats up, im back again.
I've run into an issue here trying to optimize my avatar for the quest- and theres this un-fucking-editable shader for some goddamn reason thats stuck on one of the materials for my character. I can't delete it, i can only change its material but not its shader, and i need to change the shader in order for this to be one step closer to being compatible. How to do i go about changing it?

#

I can obviously change the static shader no problem, its just this greyed out "Standard" shader

#

ping me when the answer has been f o u n d 😩

onyx harness
hollow ermine
#

Hello. I'm trying to help a friend with an avatar, he wants to make it quest compatible but I need to reduce the size of the model. I tried using decimation modifier in blender on the parts that don't have shape keys but it's not enough. What I'm currently trying is using CATS blender plugin to decimate the whole model, but that will merge all the parts. Is there a way to do that without merging and without losing shape keys?

unreal plover
#

merging meshes shouldn't get rid of shapekeys

quasi creek
#

Is there no such thing as a feature that just scales the model up and down?

#

what else is meant by 'reduce the size of the model'?

#

actual storage size?

#

Hello. I'm trying to help a friend with an avatar, he wants to make it quest compatible but I need to reduce the size of the model. I tried using decimation modifier in blender on the parts that don't have shape keys but it's not enough. What I'm currently trying is using CATS blender plugin to decimate the whole model, but that will merge all the parts. Is there a way to do that without merging and without losing shape keys?

#

missing: retopology

clear wadi
#

Can someone import a Tanjiro avatar for me, add a fire particle system to the sword and make it compatible with oculus

#

You can, somebody had that avatar and they had particles, I could see it and I was on quest

#

Particles work on quest

#

I’m not asking for some insane particles anyways

charred quest
#

Brb going on a murderous rampage

#

I was optimizing my avatar and Im getting closer and closer to being able to publish it

#

But uh- I was unlucky enough to be right on the edge of the file size lmao

#

I'm uploading a quest version of my avatar

#

That's probably why it's asking me to go under a limit

#

Yea

acoustic latch
#

Quest has size limitations for both Worlds and Avatars. Avatars have to be under the 10MB file size, worlds at 100MB now I believe.

buoyant holly
charred quest
#

That's what I've been doing for that past hour. Rn I'm just ironing out the faults. I can upload the avatar just fine.

ocean depot
#

Quest Avatars still have a limit of 10k tris? Just checking real quick.

buoyant holly
stone plover
#

i dont know how to explain this so ima just post pics

#

i havent added any extra meshes to it

#

nvm

#

its an issue with my project ima just make a new one

calm spade
#

You have to enable read/write on the avatar settings

#

It's at the top of the list in the inspector when you select your model in your assets

unreal plover
#

update your SDK, it'll have an auto-fix button for it too :)

stone plover
ocean depot
#

Thanks for the ref,. Looks like I have room to work. I'm already at 9.5k and I havern't done his bottom half yet...

nova hornet
#

Merging vertices by distance could help too

#

Also unless you need the mesh for like toggling outfits I'd recommend deleting the polygons on the body mesh under clothes

#

delete what is unneeded/unseen

hollow ermine
sterile kestrel
#

how do i combine meshes

acoustic latch
sterile kestrel
#

can you upload unity models into blender

acoustic latch
#

If it has a source file that is some sort of model format like FBX yes, but not just take something entirely created in Unity to blender

sterile kestrel
#

ok good

#

i made the model in roblox and autorigged with mixamo

#

also is it CTRL+J to bind meshes

sterile kestrel
#

it's fun and easy!

lapis peak
#

I am trying to remove meshes and extra hidden stuff under clothing of my VROID model but every time i bring a vroid model into blender the cloths are part of the body mesh. Why is this. For everyone on YouTube i see their clothes are separate.

dry tinsel
#

You're just mad they have a galaxy sized brain

nova hornet
# sterile kestrel how do i combine meshes

Unrelated to combining meshes
Make sure your FBX has read/write and legacy blendshape normals enabled
Also important to mark your FBX as 'Humanoid' so it animates in VRC
As right now even though you've rigged it using Mixamo it's not going to move (like legs walking, etc)
in VRChat atm since it doesn't think it's humanoid

#

Any advice for reducing poly count of hair?
I'm mainly worried about movement being weird with decimation
The hair was modeled using VRoid Studio

lapis peak
# nova hornet Try separating by material

Thanks for the reply. After i separate by material i see that the clothes are still on the same mesh as the skin. everywhere I've seen after they do this step they have a nice mesh for all clothing. my mesh that says clothes just is of the base hair. and that doesn't even have a mesh its just a material.

nova hornet
#

2 things

  1. Maybe this is good it means you don't have a body underneath the clothing to delete
  2. Did you reduce material count in VRoid? that could've merged the body/clothing to the same mat but still have extra polys/tris
lapis peak
#

when i exported from vroid i selected 12 materials because not selecting one of those options causes problems with fixing the model in CATS. when i use Xray i can see the two layers so it is there.

nova hornet
nova hornet
nova hornet
lapis peak
#

OH

magic patio
#

can somebody link me please to a document that lists all constraints on making a fallback avatar

#

its so hard to find on the website, I keep getting other weird shit that doesnt list it

lapis peak
#

i separated my meshes by "loose parts"

#

and that worked for me

#

Thanks a lot for your time @nova hornet

nova hornet
nova hornet
magic patio
#

thank you

#

I tried browsing through the Quest Section, why isnt it listed there?

nova hornet
#

Dunno where you searched I just scrolled down on the Performance ranking system doc

magic patio
#

this section

nova hornet
#

Mhm

#

VRChat docs be outdated af sometimes

nova hornet
#

@magic patio You may also find this useful
https://www.youtube.com/watch?v=8MkgXcidxg4

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

Making optimized Quest models is hard. But it doesn't have to be! With recently updated polygon limits and fallback avatars, it's a better time than ever to create something that represents you to Quest users! Hopefully this tutorial will help you out!

0:00 ...

▶ Play video
magic patio
#

tuvm

nova hornet
#

Even though I probably won't see it
Thank you very much for trying to make a custom fallback

sterile kestrel
#

mamamia!

nova hornet
#

Np! kinda surprised the SDK or PumkinsTools don't have an auto thing for those FBX settings

whole parrot
#

still looking for a fix for "cats uv not found" error when trying to use cats bake tool, using blender 2.92 and tried switching cats to dev mode, still getting same error, pls @ or dm me if you can help, this tool would be rly useful for me

nova hornet
nova hornet
#

I'm trying to pack a UVmap more densely and I'm noticing that when I do so the normals change even if I more the normal map the same as I did the diffuse

#

How do I do this properly?

nova hornet
#

nvm it was because the new normal map was set to sRGB not "Non Color"

heady smelt
#

So a guy made me a 2d avatar of my cat that passed away but he didn't optimize it for quest which I'm on and he refuses to help I don't have a PC or anything to fix it

calm spade
heady smelt
#

Idk no quest players can see it including myself but PC can

#

It's just a white block

#

I'm really sad idk what to do

high kiln
#

probably it isn't uploaded on quest

#

at all

heady smelt
#

But if that was true I wouldn't be able to use it right

#

At all

high kiln
#

check avatar stats

heady smelt
#

Bc it has both green and blue but don't go anywhere I'll check rn

#

Yeah it says it's uploaded to both

high kiln
#

when you click on avatar details how many polygons it have

heady smelt
#

200

strong plank
#

Help

#

I'm absolutely tearing my hair out right now

heady smelt
#

Really?

strong plank
#

yes lol this avatar is absolutely driving me crazy and just as I thought I finally got everything fixed and perfect the SDK has decided it has too many polygons even though it's well below the limit

#

I'm sure the problem is just something silly since this is my first time trying to make an avatar but I'm completely at a loss at this point

heady smelt
#

Damn ya I think that website or smth is broken or bug

acoustic latch
# strong plank

scroll up in your very tiny control panel, there should be autofix buttons

strong plank
acoustic latch
#

In that case, select the model in the Project view, usually the bottom of the screen, go to the Model tab in the inspector for it, and check the box for Read/Write and apply

#

or is it import, you want to enable it in the import settings, it is the first tab in the inspector when you select the FBX

strong plank
#

thank you so much lmao

#

that fixed it

velvet raft
#

Would it be possible to have a hd version of an avatar that pc users see and a low poly version that quest users see or when uploading a quest compatible avatar do they have to be the same across platforms?

sick timber
white pebble
#

is it ok to use non square textures ? In this cse, the shape of the clothing I'm working on would call for a 1024*512 texture. Is it better to actually use a 1024x512 , or to use a 1024x1024 even if the whole bottom part is wasted ?

buoyant holly
#

1024*512 texture is perfectly usable as it's a power of two

#

and yeah that would be wasting vram to use a 1024x1024

white pebble
#

TY ! So now another question : is is better to use two 1024x512 textures, one for the color, the other one for the normals, but only one UV map set, or, only one 1024x1024 , split in two halves, top for color, bottom for normals, and use 2 distinct uv map sets ?

buoyant holly
white pebble
#

ok, it makes sense. I was just wondering .... thank you !

buoyant holly
#

glad to be of help

acoustic latch
#

You wouldn't be able to use a split image for normal and diffuse, you have to set anything used as a normal map as normal map, and that would cause issues for using it as the diffuse, bad colors and such

fluid anvil
#

You can do it with other greyscale maps though

dull halo
#

Is there a guide on how to optimiaze my vroid avatars

#

So far all the avatars i make are medium

worn socket
#

A bit world related issue, some big avatars will see through the wall, any solution?

onyx harness
dull halo
#

Everything rlly

onyx harness
#

Oof. Then it sounds like a good amount of modelling work for reducing polygons, merging meshes, merging materials and thus textures, reducing/dissolving bones so on and so forth.

icy ruin
#

when I tried optimizing my avatar, it suddenly made him white, like, he doesn't look colombian anymore, is it cause of the background ?

#

I just need to optimize it and blender is being weird vrcTupCry

dull halo
#

@onyx harness

buoyant holly
dull halo
#

what do i do

buoyant holly
#

give me a sec grabbing a screenshot

dull halo
#

ok ty

buoyant holly
#

@dull halo

dull halo
#

ty

dull halo
#

what do i do to reduce stuff to get a good status avatar

#

@buoyant holly

high kiln
dull halo
#

what else

high kiln
#

it should be good after only materials

dull halo
#

what about bone

#

or polygons

#

?

high kiln
#

polygons are fine bones too

#

you are below 32k

dull halo
#

that wtill give me good status? the green one?

#

all i get are mediums usually

high kiln
#

excellent even

#

if you talk about pc performance rank

#

you have also quest performance ranking

#

quest are strict with everything

dull halo
#

whats pc performancew ranjk?

#

the status im checking is the sttatus unity gives me

#

after i uploadmy ava

#

before i name it

buoyant holly
dull halo
#

oh ok ty

dull halo
#

what do i do if i wanna delete a avatr i alreayd uploaded to vrchat?

#

@high kiln @buoyant holly

high kiln
#

in sdk control panel

dull halo
#

where is that

#

ingame?

high kiln
#

control panel of sdk and content manager in unity

dull halo
#

where do i go ;o

#

nvm found it ty

dull halo
#

how do i reduce more polygons

buoyant holly
#

any particular reason you need to reduce the polygons

cosmic shoal
#

that’s why you would

calm spade
buoyant holly
# dull halo how do i reduce more polygons

there's a checkbox in the reduce polygons section to delete transparent triangles so you can make everything under the the clothing transparent and then it'll delete all of those triangles without like affecting the overall topology of the stuff you can see

nova hornet
icy ruin
#

Tysm !!

dull halo
#

ty

modest fossil
#

Hey everyone! Might be a dumb question. But I recently saw some avatars with transparent textured hair that works on Quest- Is there a way to do that? (Cutting the mesh or convert the texture into mesh data?)

#

I’m kinda bummed cause I was porting MGSV models in but most of their meshes are transparent based

sick timber
#

Other forms of transparency cannot be faked

hallow latch
#

endangering the entire vrc playerbase atm

dull halo
#

How do i edit the lower leg and pelvis angles and what do i do?

#

Can someone help me

unreal plover
icy ruin
#

I am using vroid to create models, but when I use blender, when I optimize the avatar, some of the hair texture disappears making the model look bald in some places, how do I fix this ?? The tutorial im using is from wacky demon fire

unreal plover
#

Disable backface culling or recalculate outside in Blender

icy ruin
#

Tysm !!

blissful mulch
#

How do you get a pc avatar to be quest compatible

onyx harness
#

Depends on what you need to reduce.

frozen field
#

Once you switch the unity file to an android build it will tell you what’s too strong or needs to be removed (might be good to make a duplicate file)

worldly junco
#

Any good guides?

sick timber
modest fossil
#

Welp. Anything for a good MGSV avatar,

white pebble
#

Hi !! How bad is it to use the same texture area for several parts of a mesh ? I have a lot of ribbons in my object, and I would love to save some texture space by making the uv islands for these ribbons overlap in a single island. They have the same color, same normals, same everything. Can it be bad for lighting ?

onyx harness
crisp ermine
#

On a scale from one to "Don't do it" how bad of an idea is it to use alpha clipping to hide body mesh under clothes?

proper grail
#

Cutout is pretty cheap.

left goblet
#

I could not think of any situation where I would use cutout but hiding mesh under clothes is a perfect use case for it, that's brilliant

ruby isle
icy ruin
nova hornet
# blissful mulch How do you get a pc avatar to be quest compatible

Use this tool as a base but depending on your poly/material/bone count you might want to take the model into blender and optimize it there
https://booth.pm/ja/items/2436054

VRChat アバターの Oculus Quest 対応を想定した Unity Editor 拡張です。 English Description: https://github.com/kurotu/VRCQuestTools#readme ※お知らせ 拡張パッケージ VRCQuestTools Extra をリリースしました。 https://kurotu.booth.pm/items/3375621

buoyant holly
normal nova
buoyant holly
#

oops sorry

#

is this the right GitHub absolute-quantum

normal nova
#

yeah

buoyant holly
#

cool I edited the post

alpine karma
#

hi. so im trying to port my vtuber avatar to vrchat, and i want it to be quest compatible so i can have my friends see it. but for some reason the model is saying it has 120 material slots. how i can make that number smaller

buoyant holly
#

and you'd probably want to combine your materials on your PC build as well as that horrendously unoptimized 120 materials

alpine karma
#

(b) yeah, apparently the random corruption of my model made it impossible to use cats]

#

(b) gave me this:

#

(b) waiting for these buttons to magicly allow clicking again

buoyant holly
buoyant holly
#

https://www.youtube.com/watch?v=73REcZVWMhA but here is how you would do it manually

A simple tutorial on Texture Atlasing/Texture Baking using Blender 2.8+.

Links in Video:
Pumkins Tools: https://github.com/rurre/PumkinsAvatarTools/releases/tag/0.9.5b

=TIME STAMPS=
0:00 - Intro
0:08 - Disclaimer
0:30 - Combine Your Meshes
0:42 - Removing Leftover UVMaps
1:04 - Removing Unused Materials
1:17 - Creating Baking UVMap
1:40 - ...

▶ Play video
alpine karma
buoyant holly
#

wow that was a lot of duplicate materials

#

and yeah that's definitely a big Improvement even if it could be better

#

question was the Avatar made in VRoid Studio

#

as that has some built-in texture combining tools

alpine karma
#

(b) yes

buoyant holly
#

then I would do the material combining in VRoid Studio and then run it for the vrm converter

alpine karma
#

(b) well... rn i want to test the current one that is 21 mats. but i have a different issue

#

(b) i cant click build and test

buoyant holly
#

build and test is completely unavailable on the Android build

alpine karma
#

(b) yet also windows too

buoyant holly
#

do you have any errors in your console log

alpine karma
#

(b) not any recent ones but....

buoyant holly
#

try clearing your error log and then trying again so that we're not chasing old errors

alpine karma
#

(b) cleared and pressed switch build target to android:

#

(b) cleared again and pressed switch build target to windows:

buoyant holly
#

would you mind sending a screenshot where we can actually see the error log so we can figure out what's wrong

#

try clicking on the red stop sign

alpine karma
radiant shadow
#

multiple av's in scene , if one got error, you cant upload (seeing as you have multiple use collapse , likely lots of the same anyway)

buoyant holly
# alpine karma

checking the error log it looks like you somehow have multiple gltf loaders installed

alpine karma
#

(b) how do i remove a package from unity?

buoyant holly
alpine karma
#

(b) thankyou

#

(b) so. mat count is down. but for some reason, between the lobby and the avatar testing world, the avatar became cursed

buoyant holly
#

that's because Quest avatars don't have any transparency support

alpine karma
#

(b) i give up for today

#

(b) huh

buoyant holly
#

basically the mobile chipset of the quest doesn't handle transparency as well

alpine karma
#

(b) ah

buoyant holly
#

this video shows how to like just use viroid to fix the transparency stuff by moving the textures that are transparent onto the base layer

alpine karma
#

(b) thanks

buoyant holly
#

hopefully it works okay

normal nova
#

the bug you saw earlier in Bake should be fixed with the dev version

alpine karma
#

(b) that was the dev version

high elk
#

Heyo! If i got a Prop with 1 active Material slot and therefore only use one material at a time, will It still come at the expense of having 3 Materials in total, when I got two other Materials to switch it out?
How is it with textures? If I use one material and several alphas mask textures, would it be more performant/optimized then having interchangeable Materials?
I think having one material with a rgb texture mask will be enough for my approach to save two other materials xD

ruby isle
# high elk Heyo! If i got a Prop with 1 active Material slot and therefore only use one mat...

VRChat will count all materials, inactive or not. So it will come out to 3 materials in total.
As for the textures, whatever uses the least amount of texture files would be the most performant. If you can achieve what you want with multiple materials without using any additional texture files then that's better. However if you need a different texture for each material, then masking will give you better filesizes

willow tiger
#

anyone know why "combine same material" from CATS would, instead of combining this pair of duplicate "ARM21_144" materials, make such a mess out of my materials:

#

from this:

#

to this:

#

like it just makes more materials out of thin air lol

willow tiger
#

i just combined stuff by hand and it stopped making a mess.

unreal plover
willow tiger
willow tiger
#

any optimization wizards know

#

i have some normal and height maps for some of my materials

#

i'd like to atlas them into maybe a single material group, but i am not how to go about that

#

would manually stitching my maps into photoshop work?

unreal plover
willow tiger
#

ooh thank you

willow tiger
normal nova
heady smelt
#

@ruby isle that is why I mentioned art style, some people like the floating cuz it looks better when their arms hang down

ruby isle
worn socket
#

Waiting answer of the original author of allowing use of certain model for modding or not

heady smelt
ruby isle
#

And if it's that big, you can segment the cone and weight it accordingly

#

It's still way better than adding a few extra thousand polys for almost no reason

#

Or you can cylinder cap it instead of cone

#

Still better than thousands of wasted polys

heady smelt
#

We are talking 50-100 extra polys. Not thousands.

#

Do half the sleeve, then cone, it makes the shirt appear to be fabric for a moment.

ruby isle
#

Ah yeah that's basically capping it with both cone and cylinder shapes

heady smelt
#

how

ruby isle
#

Why

heady smelt
#

im just uploading my uwu kawaii egirl with 88 million polygons stop being ABLEIST

heady smelt
heady smelt
sick timber
#

I don't think it'll actually let you upload that due to file size though

unreal plover
#

To have clothes not clip trough the body just make sure the topology is similar (i.e. each vertex on the clothes corresponds with one vertex on the skin) and use nearest vertex data transfer

gloomy stratus
#

Hi I'm trying to finish this model i'm making for VRC, only part left is testing the IK (FBT)
is there any way to test it without the FBT devices?

calm spade
gloomy stratus
#

@calm spade do you know someone willing to test it? i can pay them if they want

calm spade
heady smelt
hasty cliff
#

Heya I'm really sorry if it's rude to ask yet if possible is anyone free to help me convert my vroid model to a file for vrchat? I tried doing it myself yet my PC can't download unity for some reason.. All I need is someone to do the unity process for me it doesn't have to be anything big. Also really sorry if I'm in the wrong chat to ask D:

unique bear
#

So I'm having problems with the atlas tool in the CATS blender plugin. When I try and set my materials to an atlas, it puts the materials in the wrong places.

#

Before atlas:

#

After atlas:

#

it also creates a weird view of some spots going invisible at the front, but visible in the back.

heady smelt
#

cats' texture atlas tool sucks

unique bear
#

any way to make the materials an atlas without it breaking?

heady smelt
#

do it manually

#

someone will probably help you witht hat later

unique bear
#

ok

heady smelt
#

im playing besiege so i cant

unreal plover
unique bear
unreal plover
#

Probably not worth it then

buoyant holly
gloomy stratus
#

@heady smelt wow thank you so much! i'll let you know when the avatar is ready for testing 😄

unique bear
#

Ok, another question. In Blender, does all of the materials have to be textures, or can they be solid colors? And if they have to be textures, is there a way to convert the Blender solid colors to textures?

buoyant holly
#

if you have solid color materials that would be better for them to be on a texture that has all of the colors so you have one draw call instead of a draw call for each color

unique bear
#

so your saying that I would need to put a random texture for each of my materials, and set the solid colors as the one being visible on the model.

buoyant holly
#

no that's not what I'm saying

#

basically have a texture with the color palette you want for the solid colors and use 1 texture to do the colors instead of a material for each color

#

as basically you want to use the least amount of materials possible for your avatar @unique bear

unique bear
#

Ok, I might have encountered a roadblock. So I using the manual atlas guide that Neranos posted earlier. I was converting all of the materials to the Diffuse BSDF like the guide said, but I had to stop when I came to these materials here.

#

I used a video to make a LCD screen effect for the visor here.

#

If I were to change these to the Diffuse BSDF, it would get rid of the effect.

buoyant holly
#

the way it looks you could just bake it out to a texture the LCD screen

unique bear
#

The material or the entire screen?

buoyant holly
unique bear
#

so I can take all of the materials listed above and bake that as one texture?

buoyant holly
#

yes

#

as your screenshot isn't displaying anything that requires separate shaders

#

like honestly you could fit your current Avatar on the screenshot I just posted with the rest of the colors in the corner

#

with it all being solid colors

unique bear
#

just to be safe, I will post the video I used to create the LCD effect. if you can watch it over and see if I need to do anything special before baking, let me know.
https://www.youtube.com/watch?v=1sARkbkhDjk

Patreon: https://www.patreon.com/posts/tutorial-lcd-in-39418595
Twitter: https://twitter.com/louisdumont

Using simple shapes, layered up to create a low-fi face screen. Also driving the mouth movement automatically with drivers.

Example project: https://www.youtube.com/watch?v=BhW-msMwWtU

Music: "Quirky Dog" Kevin MacLeod (incompetech.com)
L...

▶ Play video
buoyant holly
#

the facial animations displayed aren't going to transfer to vrchat

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and also that's a much more intricate effect in the video compared to your screenshots

unique bear
buoyant holly
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yes you can use shape keys

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so basically I would suggest you take all of your other solid colors and make a little color Atlas and have the lcd be a separate material as that actually qualifies as requires a separate Shader

unique bear
#

So convert all of the possible solid colors to the Diffuse BSDF and make the color atlas, and leave the listed materials alone for now is what I should do. got it.

buoyant holly
#

kinda as you're not going to be able to transfer the blender LCD Shader into vrchat

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you would have to use a Unity Shader that emulates a lcd

buoyant holly
unique bear
#

ah

buoyant holly
buoyant holly
valid sun
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im trying to make an emission glow in the dark
but its permanantly on

lone abyss
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i have an avatar that has a couple of prop toggles

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however the size is 11mb

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how do i compress this?

stray tangle
#

use VRWorldToolkit's Build report to see which files in your avatar are 1: being used, and 2: how much space they take up

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then you can lower their resolutions in the textures import settings

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you should also enable Crunch compression with 100 quality for pretty much all your textures

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that will further cut down on the download size

dire pike
buoyant holly
lone abyss
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Already figured stuff out

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Models were beeg

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Had to find smol ones

dire pike
wheat nova
#

Are there any other ways of optimizing an avatar that isn't just lowering the quality of the textures?

buoyant holly
wheat nova
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What do you mean by combine the textures

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this avatar has one main texture for his whole body, along with 2 outfits

buoyant holly
#

okay then that's already relatively optimized

buoyant holly
#

and I guess a question would be what's your current Avatar rankings stats

wheat nova
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It says it is poor, also this isn't an avatar i have made but it is one i bought

#

the textures were all 4k

buoyant holly
#

would you mind sharing a screenshot so we can see why it's poor

wheat nova
#

can i dm you it?

buoyant holly
#

ok

burnt quiver
#

Hello I need help! I am trying to optimise my avatar but when I put the shader I want to use this happens (1st image is a before and 2nd image is an after)

pure bridge
sick timber
burnt quiver
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Oooooh alrighty ty I'll try it when I get back home <3

sick timber
distant osprey
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If i have a particle system with a bunch of particles and materials - does it has an impact on the performance as long as its not activated?
The particle system is a springjoint. The Youtubevideo told me to not turn off the parent constraint as this results in tracking errors and i just have to hide the mesh and the partikle systems. Does the 24/7 active parent constraint has an impact on the performance?

ruby isle
earnest frigate
#

Hey there, just got done uploading a png as an avatar but am confused on how to make it quest compatible. I've tried changing the shader to Mobile/particle/multiply but it doesn't seem to do the trick. I am unfamiliar with uploading avatars in general so any help would be appreciated! 😄

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Used this video as a guide for my current pc version of the png

buoyant holly
#

you'll have to cut out the shape with the blender knife tool

earnest frigate
#

When importing the png to blender to cut it would I have to texture it onto a plane or just have the image sitting there without being textured on to anything

buoyant holly
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you would put it on a plane

earnest frigate
#

Alright got it on a plane. any idea on how to import it onto unity so textures can show??

buoyant holly
#

I would note that the quest shaders are one-sided so you might want to duplicate the plane in blender and flip its normals so it shows up on both sides

earnest frigate
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oh my god im stupid

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thanks

valid sun
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hey

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i am trying to get taught how to understand and be able to use glow in the dark emissions

#

from my end unity shows them as working but in vrchat they r not

#

is this a bug in the lighting like on an optimization side? or simply just a texture issue

proper grail
#

Most worlds do not have a skylight for this feature to work

heady smelt
#

Oh…that’s what I was missing. I should keep that in my back mind pocket

modern tartan
karmic bobcat
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Question about materials: this is relatively minor, but I was wondering, if I made an animation out of two separate materials that use the same textures (minus an emissive map), would the textures be rendered in the VRAM twice or would it only take the same amount of space as with one material (again, minus emissives)

#

I hope that made sense

unreal plover
#

If you use the exact same texture it won't take up extra VRAM

heady smelt
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Delete the avatar

calm spade
#

Stop entirely

buoyant holly
#

how the heck does that even happen

heady smelt
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When you when you make every face on a model its own material

buoyant holly
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basically everything from the looks of your stat readout

calm spade
buoyant holly
#

like your readout is red

calm spade
#

Screenshot of the avatar ?

buoyant holly
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can you take a screenshot that's not from like 100 ft away

dawn coral
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I can't see anything there

buoyant holly
#

now that's a bit too close but there definitely seems to be other things wrong with the Avatar besides for optimization

dawn coral
#

Is that supposed to be an eye?

heady smelt
#

Looks like it got decimated to death

#

Are you speech to text talking rn

buoyant holly
#

where the heck did you get a model that's so heavy that 48 million is the decimated version

#

whoever the heck originally made that did a terrible job if it's that heavy

#

like that's past the rendering budget of AAA video games like 8 times even on the decimated version

heady smelt
#

You can't use raw sculpts in a game broski

buoyant holly
#

well it's not going to do you any good if everyone's framerate dies from trying to wear the avatar

#

that's a bit of an odd insult

stone ginkgo
#

Sorry if this question has been asked before, but is there really any downside to GPU Instancing? Isn't it supposed to improve performance and optimization? Could I just enable it on my avatar? Using the standard specular shader..

onyx harness
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Cmiiw but I don’t think it works on skinned meshes.

buoyant holly
#

yeah it doesn't do anything on skinned meshes

stone ginkgo
#

ooooh ok

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I see

#

Welp, thanks for letting me know ;)

burnt quiver
#

I need help my model I commissioned (made in vroid I already did everything with the transparency) the bat wings on the avatars head are only visible from the back, from the front there invisible

onyx harness
burnt quiver
onyx harness
burnt quiver
#

How do I do that?

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@onyx harness

jolly pollen
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LMFAO this thread is ridiculous, good job

onyx harness
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Light mode? You’re right. Blinding, it is.

heady smelt
#

also how did you make convincing bat ears in vroid im curious

heady smelt
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Um...that's how most of my avatars on the pc side look.

burnt quiver
burnt quiver
hollow pendant
#

So has anyone been able to figure out how to add audio to gestures? I’ve made the animation, stacked the audio with an empty game object, unapplied the mask in the gestures, but the audio and the animation still plays whenever I spawn into VRChat. I’ve done this before, but I simply forgot how to do it. If anyone knows and is able to give me the rundown, that would be heavily appreciated.

proper grail
#

You might have it all correct but just be uploading it with the audio source on by default

amber hemlock
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Is copying a dynamic bone chain with rotation constraints more optimized than having another dynamic bone script on a different chain?

#

My thinking is it would only get calculated once

#

This is for "backup dancers"

amber hemlock
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This feels like cheating

unreal plover
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It's what I've been doing for the last 2 years lmao

blazing temple
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welcome to the world of game engines, you have to cheat performance now and then on background assets

#

if you made everything as if it were a hero asset UE5 would be the only engine you could even consider using, and you'd spend 20x as long making a game

tribal ruin
unreal plover
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Only reason it's tedious to do it manually, which is why i wrote that little tool c:

atomic fern
#

Is there a way to combine Materials in Unity ? Why are they Even separated?

high kiln
atomic fern
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I dont have a .mmd or.fbx, just the unitypackage

high kiln
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you can export fbx from unitypackage

stray tangle
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not even export

atomic fern
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Does the Avatar quality gets More worse reducing the mats?

stray tangle
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the package will literally contain the FBX

atomic fern
high kiln
stray tangle
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where'd you get the avatar from?

atomic fern
#

But does that get me More Performance?

stray tangle
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lol

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throw the model away

high kiln
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yeah that's a nope.

atomic fern
high kiln
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the site is blocked guess why.

atomic fern
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Sorry i just dont find Models i like in .mmd to buy or for free

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Like they all female

burnt marsh
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I cant fix this.

stray tangle
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look for avatars on Booth or Gumroad

high kiln
high kiln
stray tangle
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everything's fine

burnt marsh
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Well it doesn't upload.

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Odd.

stray tangle
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check unity console for any errors

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also avoid cropping the image so much

burnt marsh
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FileNoException:[FILEPATH]

atomic fern
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I looked like trough half of booth and i just dont like the Models😅

high kiln
stray tangle
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you're removing useful info

burnt marsh
burnt marsh
stray tangle
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screenshot the entire console

burnt marsh
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FileNoException[FilePath] Not found

stray tangle
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that tells me nothing

high kiln
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don't you think

burnt marsh
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How do I open console again

stray tangle
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ctrl shift c

atomic fern
atomic fern
high kiln
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i haven't seen which one you linked exactly .

#

but don't say it;'s name anyway.

burnt marsh
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Just this

stray tangle
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bingo

high kiln
stray tangle
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you forgot to import Dynamic bones

burnt marsh
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How the hell do I do that-

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;-;

atomic fern
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Like the First non oficial one that comes up if you Google vrchat Avatar

stray tangle
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buy it on the unity asset store

burnt marsh
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I'm new to this

stray tangle
#

or, alternatively

#

you can download "Dynamic bone container", which is free. it will allow you to upload the avatar using the dynamic bone components that were already set up on the avatar. however,.you will not be able to edit the dynamics or preview anything in unity

burnt marsh
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Oh ok

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I'll do that bc Im broke

stray tangle
#

you can also just remove the missing references to the dynamic bone component

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and just not have dynamic bones

stray tangle
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make stuff not flowy

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like hair or whatever

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it'll just be stiff

burnt marsh
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So the wrists will just be stiff

high kiln
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no it will not have dynamics

stray tangle
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the wrists had colliders

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to interact with things like hair

high kiln
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it will move

stray tangle
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if you scroll up in the console, you will probably see more missing stuff

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on things like the hair

burnt marsh
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I did not see anything else

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So I'm dum

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Im gonna import the bones now

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thx

#

It worked! Thanks!
Im gonna go test it offline now

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Literally my only online test error

stray tangle
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not even an error

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just a warning

burnt marsh
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Oh

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Ok

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Ok

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Uhhhh...

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Help...?

high kiln
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might be bcs of shaders

normal nova
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...not sure how it took me this long to realize that you can pack AO into the metallic map

calm spade
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Which channel ?

buoyant holly
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on which Shader

normal nova
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Metallic uses R, smoothness uses A, and it turns out both Height and Occlusion use G

hollow sierra
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So is optimising particle effects just impossible? VR chat just seems to ding you for any particle effectz

#

Well at least my particles aren't like... Very important so they can be turned off without issues

ruby isle
hollow sierra
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Fair

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Only one accessory I have uses particles and it's overall no biggie

silk lintel
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is there a difference?

nova hornet
tawdry venture
#

Height does as well.

wild monolith
#

Yo could someone help me create an oculus avatar?

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I've got a vroid avatar I'm wanting to put into oculus vr chat

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I just cant figure it out -

unreal plover
wild monolith
#

ah sorry

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Thank you

normal nova
silk lintel
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interesting

normal nova
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The closest you can achieve to proper masking on Quest for example is to premultiply AO into smoothness, but the result is that highlights/rimlights in occluded areas have a higher diffusion radius instead of just being darker

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but... fortunately cause they use different channels, you can just pack them and then use the same texture for the metallic and AO slots, saving you the work

#

badaaa

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R: metallic
G: ao
B: <none>
A: smoothness

buoyant holly
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oh that's what you meant by being able to channel pack them

silk lintel
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oh ok

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and does unity just know to look for AO on the green channel then?

buoyant holly
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so what Channel does the detail mask sample

normal nova
normal nova
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I imagine displacement and AO both use green cause sometimes it's useful to use AO as displacement, when you're trying to really save room

normal nova
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So you could pack it to your detail albedo or detail normal

buoyant holly
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good to know

proper grail
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Its in the shader code, if you find the _TextureSample and where its used in the code, each math expression can be limiter'd to Tex.rgba. Like Tex.r would only use red and so on

normal nova
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Nothing in the standard shader uses blue, which makes some sense (generally if you're using a texture with uneven channels, blue gets the least detail)

proper grail
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Dont forget to uncheck is srgb in the texture settings for packed greyscale data, or else the value will get curved to a different value!

normal nova
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It's not packed grayscale, they're all saved as sRGB

#

(or rather, metallic and AO are, smoothness isn't)

proper grail
#

...

normal nova
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This is all for my CATS Bake thing, which is optimized for 'even if you don't mess with the settings it'll baaasically work'

proper grail
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Oh cats, I was wondering how you got to packed textures before knowing the fun stuff that comes before that. sRGB is for perceived colors, unchecked is for data

normal nova
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I know what sRGB is...

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but it's a bit more than that: RGB is linear, sRGB is (intended to be) perceptually linear. So it makes more sense for AO

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Metallic is generally less important, and as long as both Unity and the encoder (blender) know they're using sRGB, there's no distortion, just loss of precision at some levels

stray tangle
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simple, don't use atlas

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use CATS's Bake feature

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because it actually packs all of the UV islands properly

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if you have UVPackmaster installed, it'll use that to get an even tighter packing

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also, it totally depends on how much stuff you need to pack into that texture

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@hollow grotto

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for help with the bake feature, consider joining the CATS blender plugin discord

limber lodge
#

Greetings everybody i'm hoping to get some help here, i have cut my body in 3 parts for reasons.. so now i'm facing a lil issue with the shading in unity it looks alright and in blender as well only in vrc i can see clearly the lines of the cuts, if i put my shader to unlit i don't see it anymore so i think it has something to do with the shadow stuff in the shader someone knows how to avoid these lines without needing to use unlit ? https://cdn.discordapp.com/attachments/646836667423916053/948373517353771018/unknown.png

silk lintel
#

could be mismatched normals

#

try recalculating normals on all three parts?

#

you can turn on face orientation and make sure that all the faces are blue

limber lodge
limber lodge
#

but the cuts can be seen

silk lintel
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yeah, if they're 3 separate meshes, you may just have to bite the bullet and merge them all together

#

or somehow average the normals at the seams

limber lodge
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average the normals ?

silk lintel
#

I'm guessing those three separate parts are 3 completely separate meshes in blender, right?

limber lodge
#

yes

silk lintel
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like you go into edit mode for one of them at a time

#

yeah so

limber lodge
#

i seperated them from the main mash

silk lintel
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since they're not physically connected, the "smooth shading" acts like there are seams where they're disconnected

#

there might be a way to use transfer vertex data or something to "connect" the vertex normals again without actually connecting the faces, but I've never tried that before

limber lodge
#

that would be interessting tbh

silk lintel
#

you could try this:

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add a data transfer modifier to the middle mesh

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set the source to the top mesh

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check "Face Corner Data"