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By Miranda (RL) - 9 Years Ago
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Dear Reallusion Members and Developers, Here is the Release Candidate (RC) version for you to test out the CC 2.0 before its official launch! If there is any feedback including bug and suggestion reporting, please share with us in this thread. :)
Software
- Download the CC 2.0 RC version from HERE.
- Keep your CC 2.0 license (serial number) used for previous Beta test before uninstalling.
- Uninstall CC 2.0 Beta version.
- Install this CC 2.0 RC version.
Release Note
- Enhanced: Appearance Editor can now switch between Traditional/PBR shading systems.
We will provide you the Visual Design Guide and tutorials of CC 2.0 Appearance Editor to guide you to best use the PBR Substance in the coming days! - By switching to PBR_V1_3MAT, PBR_V1_5MAT, or PBR_V1_7MAT for the selected cloth, Character Creator 1.5 decals and patterns may disappear or deviate from expectation, switch to Traditional mode to maintain the same appearance under Character Creator 1.5.
- By switching from a higher number of Color IDs to a lower number, excluded materials will disappear.By switching from a lower number of Color IDs to a higher number,real-time performance may suffer.)
- PBR_V1_3MAT provides the following Color ID: Base, Red, and Green.
- PBR_V1_5MAT provides the following Color IDs: Base, Red, Green, Blue, and Cyan.
- PBR_V1_7MAT provides the following Color IDs: Base, Red, Green, Blue, Cyan, Yellow, and Magenta.
- Fixed: The pants will be broken after adding hair when the character is applied to the sitting poses in the Calibration panel.
- Fixed: The pants will be broken after adjusting "Increase Size" slider of Conform Clothing when the character is applied to the sitting poses in the Calibration panel.
- Enhanced: rlMotion file is now supported when exporting FBX or submitting character to sketchfab
Differences between RC Version & Beta Version
For Beta users to quickly pick up the spec / UI changes, please refer to the following list:
- The icon of "Adjust Color" is changed from
to . (The change was made in Beta 2) - The hotkey to rotate IBL image is changed from Ctrl+ / to Shift + i. (The change was made in Beta 2)
- The term to describe non-PBR is changed from Classic to Traditional, so the shader type of non-PBR is named as Traditional Shader now. (The change was made in RC)
- The icon of "Convert Shader" is changed from
to . (The change was made in RC) - Removed the options of "Keep" or "Clear" the unused texture channels. Instead, the program will keep all texture channels, users can delete the unwanted texture manually. (The change was made in RC)
Thank you for your great help to make a better Character Creator!!
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By wires - 9 Years Ago
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Excellent Miranda, and a big thank you to the Dev. team for all the work. :):cool:
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By wires - 9 Years Ago
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I really like the new installer option to copy over previous content directly in to the new version. :smooooth::cool::)
Let's see what other hidden goodies are included.
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By justaviking - 9 Years Ago
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Great news. Looking forward to working with it this weekend.
Glad to see the change to (removal of) the "Keep/Clear" option. I think that will improve usability and prevent a thousand people from asking the same question over and over again.
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By Atonnis - 9 Years Ago
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Thanks Miranda,
So eager to try this out and....
OH MY GOD! KILL IT! KILL IT WITH FIRE! IT'S THE HUMANE THING TO DO!

Looks like I have some more testing and work to do to get characters into Unreal :)
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By Rampa - 9 Years Ago
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Thanks for the update! :)
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By GrannyJ - 9 Years Ago
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Thanks, Miranda!!! :-)
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By Christy0 - 9 Years Ago
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LOL!!!
That's the way I feel, trying to get my head around all the new update's (an old dog, new tricks, know what I mean)
Atonnis (3/10/2017)
Thanks Miranda, So eager to try this out and.... OH MY GOD! KILL IT! KILL IT WITH FIRE! IT'S THE HUMANE THING TO DO!  Looks like I have some more testing and work to do to get characters into Unreal :)
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By animagic - 9 Years Ago
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Let me also say "thank you" for the great work RL has done :w00t: and report an issue :crying:
It may be something that I'm doing wrong, but when I engage the Appearance Editor with PBR_Basic for a character and then select Use Inputs for the skin, the textures are all there, but the skin shows grey.
The image below shows this for the head:

I didn't see this mentioned as a current RC limitation, i.e., something you can't do yet...:blush:
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By animagic - 9 Years Ago
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There is another, more serious problem: when using the PBR material with any clothing, the material assignments disappear, even if you select the correct option to cover all materials.
I am showing this for the upper part of a cat suit. The original material assignment (RGB Mask) shows two materials:  As there are only two materials, I select PBR_V1_3MAT when I engage the Appearance Editor for PBR. However, if I now check the material mask (Color ID), there is black only:  I've gotten the same results with other PBR selections and materials. EDIT: There seems to be a bug in the preview of the second image, but it is there when you click...:crazy: or is it? :unsure: Looks OK after my edit... :blink:
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By Rampa - 9 Years Ago
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animagic (3/11/2017)
There is another, more serious problem: when using the PBR material with any clothing, the material assignments disappear, even if you select the correct option to cover all materials. I am showing this for the upper part of a cat suit. The original material assignment (RGB Mask) shows two materials:  As there are only two materials, I select PBR_V1_3MAT when I engage the Appearance Editor for PBR. However, if I now check the material mask (Color ID), there is black only:  I've gotten the same results with other PBR selections and materials.
Confirmed. At least, sort of. ;) It is loading the color ID map, but it is not using it. Looks like input maps are not working righjt for clothing as well as the body issue in your previous post.

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By animagic - 9 Years Ago
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I believe the problem is related to the new PBR options that have been provided. Can we divulge our previous experiences now?
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By Rampa - 9 Years Ago
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Yeah. I tried all three PBR Substances, and they don't use the color ID map. The non-PBR Substance uses it. It seems that the other mesh data maps are being used.
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By animagic - 9 Years Ago
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OK, so I feel slightly silly...:blush: The first thing you need to do is to select Use inputs under Mesh Data. I had forgotten to do that.
After that I was able to update my clothing to PBR using the new PBR options.
However, I was not able to add a decal other than the default ones. It wasn't quite clear to me whether there is a restriction regarding decals with the new PBR shaders.
The new PBR options have less materials in some regard. I had used plastic and that's not there. However, the embedded Full Grain leather worked well as a substitute.
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By Rampa - 9 Years Ago
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I just came to post that too. :blush: :blush: :blush:
You're not the only only feeling that way! :)
Now it's works quite nicely, removing the extra colors.
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By Rampa - 9 Years Ago
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The decals not working was something we reported before, I thought. That and having to enable the patterns in two different sub-headings to make them show up.
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By Miranda (RL) - 9 Years Ago
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rampa (3/12/2017) The decals not working was something we reported before, I thought. That and having to enable the patterns in two different sub-headings to make them show up.
Hi Rampa,
The "Patterns" with the same layer of Mesh Data means the design of patterns itself.
While the "Patterns" under each Materials (Base, RGBCMYK) indicates how these patterns are going to be applied on the materials. So you can see the "Patterns" will show under each material tree.

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By Rampa - 9 Years Ago
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Thanks Miranda. That makes sense for the patterns.
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By Vit3D - 9 Years Ago
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Greetings,
Here remarks about CC RC UI :
1. AE PBR still has problems with Mesh Data > Input maps visualization -- They shown in one row and to see all of them user have to significantly resize panel. This happened if whole material selected in the left navigation tab (root level). If to select "Mesh Data" in Navigation tab, Input maps shown (resized) correctly -- as 3 rows.
2. If model already has PBR material (assigned in the Material Editor), AE does not recognize this setting and anyway started in "Traditional" mode. If to select "Current" mode in AE this does not fix this problem too (AE will use "Traditional").
3. Currently for performance optimization we have 3 PBR modes -- 3, 5 and 7 material IDs. But when user open model with PBR material hi has no idea how many IDs material has and which mode he should choose. I think will be good if IDs quantity will be saved in the model file and affect on AE mode selection when model loads. If model file does not included such information (old versions) AE should use maximal number of IDs to avoid loosing information.
4. AE always apply changes on exit (when "Upload AE" pressed) and if user made some mistake and would like to return to the "start point" he has to load original cloth model again. I think will be useful instead of one button "Upload AE" to have 2 buttons "Apply" and "Discard" (or something like this) or at least have requester whether apply changes or not.
5. AE in PBR mode does not recognize texture size settings from "Traditional" material.
6. If to set in material ID "Material Type" to "Input Maps" and leave all texture slots empty (PBR mode), AE uses solid middle gray as default for "Base Color". Why? By my opinion it's more correct (and common used) to use solid white as default.
7. Material Editor in "Material Settings" section in PBR mode still used parameter "Diffuse Color" as solid multiplier for "Base Color" texture channel. It's looks strange because there is no "Diffuse Color" parameter in the PBR shader specification. I think will be more correct to rename this parameter (to fit PBR standard) or disable it like "Ambient" and "Specular" parameters.
8. In AE for material definition we have texture with the name "Emissive", but in the Material Editor the name of similar texture is "Glow". I think that this can cause misunderstanding -- names of similar textures in both AE and Materials editors should be the same. By my opinion "Emissive" is more correct because "Glow" does not present in PBR standard. Remark: "Glow" and "Emissive" parameters have absolutely different meanings: - "Glow" is some sort of post processing effect which used for imitating self-illuminated objects in old shaders visualization, but it does not produce any lighting at all. - "Emissive" is amount of light produced by self-illuminated object, it's used in PBR shader and really affect on indirect illumination.
9. I think will be useful to have the possibility to load and save materials in the .iMtl file format in the CC Material Editor.
Cheers,
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By Miranda (RL) - 9 Years Ago
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Hi Vit, thanks for the feedback! Please see our comments below.
Vit3D (3/13/2017)
1. AE PBR still has problems with Mesh Data > Input maps visualization -- They shown in one row and to see all of them user have to significantly resize panel. This happened if whole material selected in the left navigation tab (root level). If to select "Mesh Data" in Navigation tab, Input maps shown (resized) correctly -- as 3 rows. Recorded as the known issue.
2. If model already has PBR material (assigned in the Material Editor), AE does not recognize this setting and anyway started in "Traditional" mode. If to select "Current" mode in AE this does not fix this problem too (AE will use "Traditional").
The substance AE automatically selects is based on the original substance the content uses. All the contents are previously created, that's why it's defaulted to be in Traditional mode. In the future version, we can consider using materials/textures or its Shader mode to auto select the substance users expected.
3. Currently for performance optimization we have 3 PBR modes -- 3, 5 and 7 material IDs. But when user open model with PBR material hi has no idea how many IDs material has and which mode he should choose. I think will be good if IDs quantity will be saved in the model file and affect on AE mode selection when model loads. If model file does not included such information (old versions) AE should use maximal number of IDs to avoid loosing information.
If the content is created with CC 2.0 PBR AE uploaded, the channel info will be saved into this content. For those contents without this kind of information, the program was unable to know how many color IDs have been used unless the AE is activated. When the program detects "not enough color IDs" after activating AE, it will pop up a message to ask you to Switch to Optimization (use the right number of color IDs) or Keep Current Selection.  4. AE always apply changes on exit (when "Upload AE" pressed) and if user made some mistake and would like to return to the "start point" he has to load original cloth model again. I think will be useful instead of one button "Upload AE" to have 2 buttons "Apply" and "Discard" (or something like this) or at least have requester whether apply changes or not.
Listed to the suggestion list, thanks!
5. AE in PBR mode does not recognize texture size settings from "Traditional" material.
Listed to the wishlist.
6. If to set in material ID "Material Type" to "Input Maps" and leave all texture slots empty (PBR mode), AE uses solid middle gray as default for "Base Color". Why? By my opinion it's more correct (and common used) to use solid white as default.
TBD
7. Material Editor in "Material Settings" section in PBR mode still used parameter "Diffuse Color" as solid multiplier for "Base Color" texture channel. It's looks strange because there is no "Diffuse Color" parameter in the PBR shader specification. I think will be more correct to rename this parameter (to fit PBR standard) or disable it like "Ambient" and "Specular" parameters.
Will be fixed with IC7's official release.
8. In AE for material definition we have texture with the name "Emissive", but in the Material Editor the name of similar texture is "Glow". I think that this can cause misunderstanding -- names of similar textures in both AE and Materials editors should be the same. By my opinion "Emissive" is more correct because "Glow" does not present in PBR standard. Remark: "Glow" and "Emissive" parameters have absolutely different meanings: - "Glow" is some sort of post processing effect which used for imitating self-illuminated objects in old shaders visualization, but it does not produce any lighting at all. - "Emissive" is amount of light produced by self-illuminated object, it's used in PBR shader and really affect on indirect illumination.
Will be fixed with IC7's official release.
9. I think will be useful to have the possibility to load and save materials in the .iMtl file format in the CC Material Editor.
Has been listed to the wishlist before.
Thanks Vit!
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By CtrlZ - 9 Years Ago
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I noticed Miranda did not comment on the Decal situation and only referenced patterns on rampas post! I was hoping to get some character creation accomplished for a project planned using 7 but it relies heavily on decals for skin creation! Are decals gone? (Release Candidate) sounds like an (almost) finished product to me!
I'm chomping at the bit Miranda lol Should I scratch 7 for this project and use 6 or is it something that will be included in the final release?
Gary
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By Rampa - 9 Years Ago
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CrtlZ (3/14/2017) I noticed Miranda did not comment on the Decal situation and only referenced patterns on rampas post! I was hoping to get some character creation accomplished for a project planned using 7 but it relies heavily on decals for skin creation! Are decals gone? (Release Candidate) sounds like an (almost) finished product to me!
I'm chomping at the bit Miranda lol Should I scratch 7 for this project and use 6 or is it something that will be included in the final release?
Gary
This is only an issue for the PBR Substances for clothing. It is only the user input of the decals. The body PBR decals work fine with user input.
If you want to use your own clothing decals in this release, use the non-PBR Substance when you launch the appearance editor.
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By animagic - 9 Years Ago
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I ran into the same problem, where my decal was the ID on a uniform.
What I did was first save the Diffuse texture of the Traditional material with the decal to determine the size and location. (My decal only had a Diffuse map.)
I then created the clothing with PBR Substance material and added the decal in the Blend channel. I made everything but the decal black and used the Addition option. It works very well.
There's almost always a backdoor, the challenge is to find it.
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By CtrlZ - 9 Years Ago
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Thanks Rampa and Animagic you have no Idea how many times the two of you have saved me!
Gary
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By Kelleytoons - 9 Years Ago
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There's a decided bug using the RL 100 Realistic Heads pack.
First of all, I reinstalled the pack and it works fine with CC1.x. In CC2.x it will work for any female body (PBR or not) but not for ANY male body (it gets the old "Content protected" thingee). The same heads work just fine in CC1.2 and, as I said, the female heads work in 2.x.
Any other place to submit this obvious (and easily reproducible) bug?
Edit: Nevermind -- this is a bug with ANY male head, in any version of CC. Off to file some sort of complaint somewhere.
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By wires - 9 Years Ago
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I just tested this again and everything is working as expected, using both classic and pbr characters.
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By animagic - 9 Years Ago
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wires (4/13/2017) I just tested this again and everything is working as expected, using both classic and pbr characters. Likewise.
Kellytoons, do they work in iClone without watermark?
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By wildstar - 9 Years Ago
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Decals dont work in the new pbr materials preset , we dont doing wrong its totally broked, dont works
the same goes to custom eyebrows, if you use custom eyebrows you just cant move using the translate and scale options, its broked , dont works too
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By Kelleytoons - 9 Years Ago
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animagic (4/13/2017)
wires (4/13/2017) I just tested this again and everything is working as expected, using both classic and pbr characters.Likewise. Kellytoons, do they work in iClone without watermark?
You tested with the male heads? Because they still don't work for me AND RL replied to say "yeah, we know -- you have to press the button to reauthorize them -- EACH AND EVERY TIME YOU USE THEM".
Perhaps it's just a known issue with some OS and/or directory limitations (I do not have my content stored on my root drive since it's a RAM drive), but it's a royal PITA to do this each and every time (even if you've already done this once). I just HATE DRM (which really only penalizes honest people -- the thieves always find a way around it).
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By animagic - 9 Years Ago
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Kelleytoons (4/15/2017)
animagic (4/13/2017)
wires (4/13/2017) I just tested this again and everything is working as expected, using both classic and pbr characters.Likewise. Kellytoons, do they work in iClone without watermark? You tested with the male heads? Because they still don't work for me AND RL replied to say "yeah, we know -- you have to press the button to reauthorize them -- EACH AND EVERY TIME YOU USE THEM". Yes, I tried with the male heads and had no problems. It's kind of bizarre that it only occurs with the male heads. I hope for everyone's sake that RL can fix it.
EDIT: Also, the directory shouldn't matter. I have had my content on a separate drives for years and it always worked. The only DRM issue I had with any content was during CC Beta testing. I had to actively go to my member page and register CC.
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