2 - Convert Non-PBR Contents for PBR Render
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Essential Guide to Transitioning from CC 1 to CC 2
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By Miranda (RL)
-
8 Years Ago
Convert Non-PBR Contents for PBR Render
Convert Skin to PBR
Convert Outfits and Accessories to PBR
By Miranda (RL)
-
8 Years Ago
Convert Skin to PBR
You can derive PBR textures from a traditional set of textures by using the following methods:
Method 1 - Applying Skin Preset
If there is no specific skin textures on the character you want to retain when converting it for PBR render, you can apply the CC embedded male or female body skin to make the change, which gives you better PBR details than the automatic shader conversion (Method 2).
Apply the Skin presets directly from Content Manager > Embedded > Base character (Male & Female).
Method 2 -
Switching Shader Type
If you have customized skin texture such as makeup, sun tan, scars, wrinkles, you can switch to PBR Shader and make a few modifications to get the best looking results.
Hold the "Ctrl" key to select the skin and body, and switch the Shader Type from Traditional to PBR all at once.
Switching to the PBR Shader will automatically create the Metallic & Roughness maps with the following values:
Metallic: A pure black (#000000) RGB(0,0,0) texture map.
Roughness: Either the original Specular map inverted or a light grey (#a6a6a6) RGB (168,168,168) texture map.
You can use
Adjust Color
utility to adjust the parameters such as lowering down the brightness value of the Roughness map to simulate an oily / sweaty look:
By Miranda (RL)
-
8 Years Ago
Convert Outfits and Accessories to PBR
Apparels and accessories can use CC 2 auto-conversion to achieve the PBR transition.
Traditional Shader System
In the following embedded content example, "Jeans_D" does not have have immediate noticeable change under the Traditional shader system.
* The word Classic Shader is replaced by Traditional Shader
PBR Shader System
The Metallic channel will auto-generate when switching to the PBR shader system. This is done by inverting the specular channel and plugging the result into roughness.
After switching to PBR Shader, you can load your own PBR texture maps. To get the ideal material look, you can use
Adjust Color
utility to adjust the parameters such as brightness and contrast on the roughness and metallic map.
There are 2 ways to convert the materials to PBR:
A. by Material
B. by Object
You can select multiple materials or objects by Ctrl + Click to make the changes all at once.
Switching to the PBR Shader will automatically create the Metallic & Roughness maps with the following values:
Metallic
: A pure black (#000000) RGB(0,0,0) texture map.
Roughness
: Either the original Specular map inverted or a light grey (#a6a6a6) RGB (168,168,168) texture map.