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What are the corresponding names of the textures maps from other software to CC4 ?

Posted By artsymoods Last Year
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What are the corresponding names of the textures maps from other...

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artsymoods
artsymoods
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Hi guys, I've been looking to import wrapped maps made with texturing.xyz and Faceform Wrap into CC4.
It's obvious for some maps, but the naming convention used in CC4 is different from what I can get elsewhere.

So, can someone explain me what those maps are corresponding to please?
I mean all those in the screenshot below.
More precisely names likes Bump, Glow, Blend, but even if the others seems more obvious I'd still like someone to confirm : 

For example texturing.xyz is providing the following maps to be
used in Wrap: Multi channel displacement, cavity, albedo,
normal, specular, and utility maps.
Thank you in advance!
For example texturing.xyz is providing the following maps to be used in Wrap: Multi channel displacement, cavity, albedo, normal, specular, and utility maps.
Thank you in advance!
Sophus
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Following the names of your textures I would guess:

Displacement > Displacement
Cavity > AO (Ambient Occlusion)
Albedo > Base Color
Normal > Bump (grayscale) or Normal (color)
Specular > isn't available 
Utility Map > I don't know what this is

Bump mapping was used before normal mapping became common. A grayscale texture is used to add simulated surface details to an 3D object. Since it's only grayscale it can only add one dimension of detail unlike a normal map. 

Glow is used to add lights (like LED lights), so if an objects stands in the dark, you can still see the lights glowing.

Blend is simply a second layer, like in an photo editing software, that you can mix with your original texture 
4u2ges
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Specular texture usually goes into Roughness slot.
It then should be inverted and brightness adjusted to the desired value for skin specularity.
Brightness value should be the same for all parts of the body to avoid seams.

77% of original size (was 654x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/838ff29d-c0c3-4df6-a1d1-95ec.jpg




artsymoods
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Thank you guys! Your help is much appreciated! 
I'll ask texturing.xyz what are those utility maps for and come back later so we can wrap it up completely  ;)
artsymoods
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Hey guys, no news from texturing.xyz yet about my maps question unfortunately...

I have another related question as I'm trying to find the fastest and most efficient workflow; I have two choices :

1) Export a CC4 basic head mesh into Wrap and wrap it on a cleaned face scan I've made, then create morphing sliders from this in CC4, and in parallel still in wrap create all the wrapped maps from texturing.xyz then import the into CC4.

2) Use Headshot 2 in CC4 to "import" my cleaned face scan, then export this head mesh from CC4 to Wrap to wrap + create all the wrapped maps from texturing.xyz in wrap then import into CC4.

I get this seems like splitting hairs, but I'm not sure which one gives the closest possible result to the original cleaned head scan, also to be sure that the textures exactly fit on the resulting CC4 head while they comes from the Wrap software... 
What would you choose?
Any tips or experience with those 2 workflows? 

Also, how would you manage UDIMS, if there's any for the CC4 head exports? 
Sorry for this newb question, but I can't access my computer today to see what I can get as far as head export and UDIMS from CC4...

A big big thank you for your help guys!
artsymoods
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Ok, I found the right page on texturing.xyz website which tells us more about the Utility maps:

"The utility texture is a channel packed map that can be used for various purposes. It contains a melanin (red channel), hemoglobin (green channel)
estimation (both are graded) and a cavity map (blue channel).
The melanin and hemoglobin can be used for color grading; Adding more blood vessels or redness to the skin while keeping the melanin concentration,
or adding a tan skin look is possible thanks to these maps. Of course, there are many other creative ways of using them!"
https://texturing.xyz/pages/vface-utility

So how would you use them? Where should I put those in CC4 (after having wrap them in Wrap onto the final head)?
Sophus
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Maps like hemoglobin or melanin maps obviously need a specialized shader, which isn't available in Reallusion.

https://www.researchgate.net/publication/220184617_A_Practical_Appearance_Model_for_Dynamic_Facial_Color/

You probably need something like Blender or Unreal engine or need to implement the shader code yourself or find a premade shader which already uses these textures. This looks like research level stuff.

Regarding Wrap vs Headshot 2: The Headshot plug-in is basically a poor-mans-alternative to wrap. If you already own Wrap, it's probably a better choice to do everything there.
artsymoods
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Thank you Sophus!
Ok, I see about the hemoglobins or melanin maps; maybe it'll be a future addition to CC4? If someone is reading from Reallusion ;)

Maybe those little maps could be added inside of SkinGen somewhere? 

About Wrap and Headshot 2, you're confirming what I thought, thanks!



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