I have been working with anima for 2 years but I have more problem about Anima skin like not quality, red skin, sometimes miss animation of 4d Anima. With workflow I always work such as Anima 5 → UE5 → Dynamic Ultra Sky → Render Movie render queue. Please help me . Thank guys so much
It’s a common problem in many cosmos 3d people assets. And working in aces make them even more brick like ( I use matte pass to tweak them globally in post, and dlss5 helps too. I wish they were fixed in cosmos
I have noticed the same thing, difficult to understand why Chaos is not correcting this while it is so obvious and characters skins look artifical. Also the skin tones have very few shades (gamut) to make them look old school CGI. Why not optimize the skin colors with wider gamut and reduce them in clothing if they have to play with limited collor palette. At least Anima characters should be fixed, also the vechiles are oversaturated. They should have some color management workflow in place to follow. I kind of understand the issue with Cosmos as they come from variety of suppliers that is out of their control but Anima characters are their own inhouse production (I assume) but obviously they don’t care any more. Give this to AI to sort out.
We appreciate the feedback provided on this topic. However, even though we understand why you might think this is a bug, we want to clarify that we don’t consider this an error with our product. Let me elaborate why we think so below.
How the characters are rendered in your scenes depends a lot on the lighting conditions that you have set up for them in each particular environment. As we cannot adapt to all possible setups, the skin tone on the 4D models is tuned so it looks natural under default lighting conditions from each one of the rendering systems that are supported by the Anima plugins.
For example, in Unreal Engine, this is how 4D models look using the Sun+Sky system created by default on the basic scenes:
If the lighting in your scene differs significantly from these defaults, you may experience different results when using those same assets. Whenever that happens and you don’t want to continue tweaking the lighting setup to adapt it to the Anima content, you still have 2 different ways to solve the issue:
a) Render the Anima assets as an independent render pass and tweak their color balance in post.
b) Edit the materials network templates that the plugins use to generate the shaders. For example, you can add color correction nodes that procedurally adjust the tones you get from the default texture files.
As many of you have already mentioned, both solutions can be applied in all the 3D apps and render engines supported by Anima (3dsMax, Cinema4D and UE).