2 - Character Creator PBR Introduction


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By Miranda (RL) - 3 Years Ago
PBR-related Settings in Character Creator 2.0 Beta - Part 1

Interface of Texture Settings

One immediate noticeable difference in Character Creator 2.0 Beta is the addition of the Shader Type selection under Texture Settings.
  • Classic Shader: Traditional texture mode same as iClone 6 with the addition of a new Ambient Occlusion channel.
    * In the official version, the name of this shader is changed to "Traditional Shader".
  • PBR Shader: This mode will convert Specular and Reflection maps to PBR Metallic and Roughness equivalents.

PBR System

Metallic and Roughness channels are the most important for the PBR system.  
Various software approach PBR in slightly different ways, for more details take a look at 5 - PBR Visual Comparison

https://lh3.googleusercontent.com/wi8rZHnF9aYfXW-sreCVImfio77nMVhDDtU1yiwdM1JiJ4fyjClge-8DmqJNUxZ7039qJL0u8cyJvPrarrDNgsByNdumVTv-pQaWIo0re7bVdajOFDVkUdCi6HM9xbMU_Zvv2QAD
  • Metallic: a greyscale map to determine the metallic and dielectric parts of the model.
    • White is pure metal capable of reflecting the colors of the surrounding environment.
    • Black is dielectric or non-metallic surface that can only reflect back greyscale highlights depending on the roughness of the surface.
  • Roughness: a greyscale map to determine the microsurface qualities.
    • White is a surface that is very rough and not at all glossy creating a very diffused look.
    • Black is a surface that is very glossy and highly reflectant of the surrounding light sources.
You can get a pretty good feel of the system by simply filling a pure white Base Color then using Adjust Color parameters to tweak the Roughness texture.


By duchess110 - 2 Years Ago
Hi sterlingy
Yes it is safe to assume you also have the option to select traditional skin if you wish,
By sterlingy - 2 Years Ago
In the various sample pages on CC2, I see a lot of examples of accessories using PBR. Is it safe to assume that the character's skin is also PBR?
By Miranda (RL) - 3 Years Ago
Theory and Practice behind PBR

We highly suggest you download a copy of Allegorithmic PBR guide: https://www.allegorithmic.com/pbr-guide
And go to this website for supplementary information: https://www.marmoset.co/toolbag/learn/pbr-theory
If you don't have much time for reading then you can skim over 3D Coat's brief primer: http://3dcoat.com/pbr/

The technology behind PBR can be quite convoluted, but rest assured that when the texture maps are authored in the right way, it will just work.
We will continue to provide you with PBR relevant information to help you learn along the way.


By sterlingy - 2 Years Ago
duchess110 (3/16/2017)
Hi sterlingy
Yes it is safe to assume you also have the option to select traditional skin if you wish,


Thanks for the quick response. I actually only want the PBR skin, which wasn't discussed in any of the material I have seen on the website. This is great news because my characters always looked mediocre in UE4. I'm stoked!!!
By Miranda (RL) - 3 Years Ago
Physically Based Rendering system can use very simple texture maps to simulate accurate real world materials.

* In the official version, the name of Classic Shader is changed to "Traditional Shader".