Quickly, because it's now almost time to make lunch...
Here are some easy first steps you can take to make convert Traditional materials so they can work with the PBR shader. They are not full-blown PBR materials obviously, but they will display properly.
The first step is to do the conversion of the various materials.
To do this in CC 2.0, select your figure and then click the double arrow icon (screen tip: Convert Shader for Selected items). A dialog will pop up:
Make sure PBR is selected and click Convert. The materials will be converted.
The main change that you will see is that instead of Specularity and Reflection maps, you will have Roughness and Metallic maps. (You can check the documentation for what these do in detail.)
Roughness becomes inverse Specularity if there is a Specularity map; otherwise it's light grey. Metallic is black by default. Reflection is not converted, but less roughness gives increased reflection of the actual environment and lights.
Only maps are converted, so if you have Specularity and Glossiness settings, they will no longer have an effect. As a result, the converted material may look dull, as with the eyes:
Fortunately, we can fix that by changing the Roughness and Metallic maps for the Eye and Cornea textures:
Click the Adjust Color icon, which will open the Adjust Color dialog. Change the Brightness for Metallic to around 40 and for Roughness to around -50. Obviously, this according to taste and circumstance.
Changes in the Cornea are the most noticeable, so I adjust Eyes and Cornea simply the same. Above you see the result: the eyes are no longer dull.
The other adjustment I make is with the hair, which I find too shiny:
In this case, I have adjusted the Roughness for both Brightness (22) and Contrast (-38):
After these changes, here is the final result, ready for the PBR shader:
Time flies, it's time to cook lunch...
Edited
7 Years Ago by
animagic