Author
|
Message
|
AasmundSchei
|
AasmundSchei
Posted 7 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 225,
Visits: 2.0K
|
When I load the appearance editor, the material looses the PBR shading. I set the materials to PBR before I load the appearance editor. When will Reallusion fix this? This is taking too long time. 75% of original size (was 668x19) - Click to enlarge
_______________________________________________________________________ CGI, VFX and 3D enthusiast Tools: iClone - Character Creator - 3DXChange pipeline - Photoshop - Maya - UnrealEngine and CryEngine Laptop: [RIP 2014-2017] ASUS ROG G550JK - 12GB ram - I7 4700HQ @ 3.0ghz - Nvidia GeForce 850 2GB vram - Windows 10 pro Desktop: ASUS ROG Maximus IX Formula - 16GB ram - i7 7700K Kaby Lake @ 4.2ghz - ASUS GeForce ROG 1080 8GB Strix advanced - M.2 NVMe: Samsung 960 500GB - Windows 10 home
|
|
|
GOETZIWOOD STUDIOS
|
GOETZIWOOD STUDIOS
Posted 7 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.2K,
Visits: 7.2K
|
So you loaded a non PBR Character in CC, converted all the Materials to PBR and now want to use the Appearance Editor. Do not do that if you indeed intent to use the Appearance Editor. You just have to switch your last two steps order and the conversion will be done automatically for you: 1) Load your non-PBR Character. 2) Do not convert your Materials, go directly to the Appearance Tab. Notice above each substance path there is a little button with the Substance logo, click on it and choose PBR_Basic. 75% of original size (was 668x19) - Click to enlarge 3) Now you can activate the Appearance Editor and do your customization. Notice that the Substance shading system is using PBR now: 75% of original size (was 668x19) - Click to enlarge 4) Once you are done with your customization, click the Unload Appearance Editor. 5) Notice now that your Material is using PBR 75% of original size (was 668x19) - Click to enlarge
-- guy rabiller | GOETZIWOOD STUDIOS "N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.
|
|
|
AasmundSchei
|
AasmundSchei
Posted 7 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 225,
Visits: 2.0K
|
Thanks for your reply :) I did this, but I still loose the PBR shading on the lips. They dont have the nice specular maps. Is it any way to fix that?
_______________________________________________________________________ CGI, VFX and 3D enthusiast Tools: iClone - Character Creator - 3DXChange pipeline - Photoshop - Maya - UnrealEngine and CryEngine Laptop: [RIP 2014-2017] ASUS ROG G550JK - 12GB ram - I7 4700HQ @ 3.0ghz - Nvidia GeForce 850 2GB vram - Windows 10 pro Desktop: ASUS ROG Maximus IX Formula - 16GB ram - i7 7700K Kaby Lake @ 4.2ghz - ASUS GeForce ROG 1080 8GB Strix advanced - M.2 NVMe: Samsung 960 500GB - Windows 10 home
|
|
|
GOETZIWOOD STUDIOS
|
GOETZIWOOD STUDIOS
Posted 7 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.2K,
Visits: 7.2K
|
AasmundSchei (3/16/2018) Thanks for your reply :) I did this, but I still loose the PBR shading on the lips. They dont have the nice specular maps. Is it any way to fix that?
Not sure what you mean here. A "Traditional Material", by definition, can't loose the PBR shading as it is not PBR yet. And PBR Shaders do not have Specular Maps, at least in iClone. I've just re-tested it now and the conversion works as expected for the face and lips. Be sure to choose "PBR_Basic" for every parts of the figure (Skin_Body, Skin_Face, etc..).
-- guy rabiller | GOETZIWOOD STUDIOS "N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.
|
|
|
AasmundSchei
|
AasmundSchei
Posted 7 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 225,
Visits: 2.0K
|
75% of original size (was 668x19) - Click to enlarge I mean that I lose this nice specular maps when I load the Appearance editor. That is the issue Im having. I thought they was a part of the PBR materials. Sorry for not being too clear.
_______________________________________________________________________ CGI, VFX and 3D enthusiast Tools: iClone - Character Creator - 3DXChange pipeline - Photoshop - Maya - UnrealEngine and CryEngine Laptop: [RIP 2014-2017] ASUS ROG G550JK - 12GB ram - I7 4700HQ @ 3.0ghz - Nvidia GeForce 850 2GB vram - Windows 10 pro Desktop: ASUS ROG Maximus IX Formula - 16GB ram - i7 7700K Kaby Lake @ 4.2ghz - ASUS GeForce ROG 1080 8GB Strix advanced - M.2 NVMe: Samsung 960 500GB - Windows 10 home
|
|
|
GOETZIWOOD STUDIOS
|
GOETZIWOOD STUDIOS
Posted 7 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.2K,
Visits: 7.2K
|
I see, well, often, after a conversion, you will have to adjust a bit the "Brightness" of the "Roughness" texture map that is now part of the PBR Material. Usually you have to lower that brightness a bit but it depends. Also, understand that a conversion will never be perfect because Traditional and PBR Materials use two different shading systems so obviously there will be always differences in the way the materials react to the lights. That means you will most likely have to tweak things after a conversion.
-- guy rabiller | GOETZIWOOD STUDIOS "N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.
|
|
|
AasmundSchei
|
AasmundSchei
Posted 7 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 225,
Visits: 2.0K
|
Allright, think I will have to use Photoshop for texture editing. Thanks for your help and time :)
_______________________________________________________________________ CGI, VFX and 3D enthusiast Tools: iClone - Character Creator - 3DXChange pipeline - Photoshop - Maya - UnrealEngine and CryEngine Laptop: [RIP 2014-2017] ASUS ROG G550JK - 12GB ram - I7 4700HQ @ 3.0ghz - Nvidia GeForce 850 2GB vram - Windows 10 pro Desktop: ASUS ROG Maximus IX Formula - 16GB ram - i7 7700K Kaby Lake @ 4.2ghz - ASUS GeForce ROG 1080 8GB Strix advanced - M.2 NVMe: Samsung 960 500GB - Windows 10 home
|
|
|
animagic
|
animagic
Posted 7 Years Ago
|
Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.3K
|
As a first approximation, "Roughness" is taken as the inverse of "Specular". So you don't really loose anything as far as maps go.
|
|
|