📙
CC4D Tools Manual
  • Introduction
  • Installation
    • Asset Browser (R25+)
    • Content Browser
  • Quick Setup
    • CC4 Export Settings
    • AccuRig Export Settings
    • CC4D Import Character
    • Manual FBX Import Settings
    • CC4D Convert Null Objects
    • CC4D Optimize Joints
    • CC4D Remove Morph Targets
    • CC4D Control Rig Setup
    • CC4D Face Rig Setup
    • CC4D Material Setup
  • Character Overview
  • Control Rig Overview
    • Structure
    • Control Overview
    • Spine Controls
    • Arm Controls
    • Finger Controls
    • Leg Controls
    • Foot Controls
  • Face Rig Overview
  • Material Overview
  • WORKFLOWS
    • Animation Workflows
      • CC4D Import Body Motion
      • CC4D Import Joint Pose
      • CC4D Import Face Motion
      • CC4D Bake
      • Manual Retargeting
    • Character Size
Powered by GitBook

Material Overview

PreviousFace Rig OverviewNextAnimation Workflows

Last updated 2 months ago

CC4D Basic Materials

The Basic Materials are RS Standard Materials with some basic node setups.

CC4D Advanced Materials

The Advanced Materials are RS Standard Materials with a custom CC4D shader group and custom parameters to resemble the CC4 shaders as closley as possible and to be able to utilize the material settings exported from Character Creator in a file.

Below you can find a overview of all the CC4D advanced shaders and their custom parameters.

Head Shader

Materials that had the 'Digital_Human Head' shader applied in Character Creator 4 will be replaced with the CC4D 'Head_Advanced' shader.

BASE COLOR
  • Diffuse Map: Input for the Diffuse Texture

  • Diffuse Map Strength: Strength of the Diffuse Map Texture

  • Diffuse Color: will be multiplied with the Diffuse Map Texture

  • Metalness: controls the metalness weight


  • Diffuse Hue: controls the hue of the Diffuse Map Texture

  • Diffuse Saturation: controls the saturation of the Diffuse Map Texture

  • Diffuse Level: controls the brightness level of the Diffuse Map Texture

  • Diffuse HSV: Use HSV conversion for color corrections


  • Blend Map: Input for a Texture Map that gets overlayed on top

  • Blend Strength: Strength of the Blend Map Texture

AO
  • AO Map: Input for the Ambient Occlusion Texture that will be multiplied on top

  • AO Strength: Strength of the Ambient Occlusion Texture


  • MCMAO Map: Input for the Mouth Cavity Mask and AO Mask Texture

  • Cavity AO: Strength of the Cavity Ambient Occlusion

  • Mouth AO: Strength of the Mouth Ambient Occlusion

  • Nostril AO: Strength of the Nostril Ambient Occlusion

  • Lips AO: Strength of the Lips Ambient Occlusion

REFLECTION
  • Specular Scale: Controls the strength of the specular

  • Specular Intensity: Additional Intensity multiplier

  • Specular Mask: Input for the Specular Mask Texture


  • Roughness Map: Input for the Roughness Texture Map

  • Roughness Strength: controls the strength of the Roughness Texture Map

  • Roughness Min: minimum roughness value

  • Roughness Max: maximum roughness value

  • Keep Original Roughness: When checked no roughness modifications will be calculated


  • Unmasked Roughness Mod: controls the roughness of the unmasked area

  • Nose Roughness Mod: controls the roughness of the nose area

  • Mouth Roughness Mod: controls the roughness of the mouth area

  • Upper Lid Roughness Mod: controls the roughness of the upper lid area

  • Inner Lid Roughness Mod: controls the roughness of the inner lid area

  • Cheek Roughness Mod: controls the roughness of the cheek area

  • Forehead Roughness Mod: controls the roughness of the forehead area

  • Upper Lip Roughness Mod: controls the roughness of the upper lip area

  • Chin Roughness Mod: controls the roughness of the chin area

  • Neck Roughness Mod: controls the roughness of the neck area

  • Ear Roughness Mod: controls the roughness of the ear area

  • Micro Roughness Mod: controls the roughness that will be added on top


  • Secondary Specular: controls the strength of a secondary specular by driving the Material Coat Weight

  • Secondary Roughness: controls the roughness of the secondary specular by driving the Material Coat Bump strength

NORMAL
  • Normal Map: Input for the Normal Texture Map

  • Normal Strength: controls the Height Scale of the Normal Texture

  • Micro Normal Map: Input for a Micro Normal Texture Map that will be blended with the the Normal Texture Map

  • Micro Normal Mask: Input for a Texture Mask that will be multiplied with the the Micro Normal Strength

  • Micro Normal Strength: controls the Height Scale of the Micro Normal Texture and will be multiplied with the Micro Normal Mask

  • Flip Micro Normal Y: this will flip the Green Channel of the Micro Normal Map

  • Micro Normal Tiling: controls the Scaling of the Micro Normal Map

SSS
  • Subsurface Map: Input for the Subsurface Texture Mask

  • Subsurface Weight: Controls the SSS Weight and will be multiplied with the Subsurface Map

  • Subsurface Scale: Controls the SSS Scale value of the material

  • Subsurface Radius: Controls the SSS Radius Color value of the material


  • Unmasked Scatter Scale: multiplier for the SSS Weight of the unmasked area

  • Nose Scatter Scale: multiplier for the SSS Weight of the nose area

  • Mouth Scatter Scale: multiplier for the SSS Weight of the mouth area

  • Upper Lid Scatter Scale: multiplier for the SSS Weight of the upper lid area

  • Inner Lid Scatter Scale: multiplier for the SSS Weight of the inner lid area

  • Cheek Scatter Scale: multiplier for the SSS Weight of the cheek area

  • Forehead Scatter Scale: multiplier for the SSS Weight of the forehead area

  • Upper Lip Scatter Scale: multiplier for the SSS Weight of the upper lip area

  • Chin Scatter Scale: multiplier for the SSS Weight of the chin area

  • Neck Scatter Scale: multiplier for the SSS Weight of the neck area

  • Ear Scatter Scale: multiplier for the SSS Weight of the ear area

UTILITY
  • NMUIL Map: Input for the 'Nose Mouth UpperInnerLid' Mask Texture

  • CFULC Map: Input for the 'Cheek Forehead UpperLip Chin' Mask Texture

  • EN Map: Input for the 'Ear Neck' Mask Texture


Materials that had the 'Digital_Human Skin' shader applied in Character Creator will be replaced with the CC4D 'Skin_Advanced' shader.

BASE COLOR
  • Diffuse Map: Input for the Diffuse Texture

  • Diffuse Map Strength: Strength of the Diffuse Map Texture

  • Diffuse Color: will be multiplied with the Diffuse Map Texture

  • Metalness: controls the metalness weight


  • Diffuse Hue: controls the hue of the Diffuse Map Texture

  • Diffuse Saturation: controls the saturation of the Diffuse Map Texture

  • Diffuse Level: controls the brightness level of the Diffuse Map Texture

  • Diffuse HSV: Use HSV conversion for color corrections

AO
  • AO Map: Input for the Ambient Occlusion Texture that will be multiplied on top

  • AO Strength: Strength of the Ambient Occlusion Texture

REFLECTION
  • Specular Scale: Controls the overall strength of the specular

  • Specular Intensity: Additional Intensity multiplier


  • Roughness Map: Input for the Roughness Texture Map

  • Roughness Strength: controls the strength of the Roughness Texture Map

  • Roughness Min: minimum roughness value

  • Roughness Max: maximum roughness value

  • Keep Original Roughness: When checked no roughness modifications will be calculated


  • Unmasked Roughness Mod: controls the roughness of the unmasked area

  • R Roughness Mod: controls the roughness of the red area from the RGBA Area Mask

  • G Roughness Mod: controls the roughness of the green area from the RGBA Area Mask

  • B Roughness Mod: controls the roughness of the blue area from the RGBA Area Mask

  • A Roughness Mod: controls the roughness of the alpha area from the RGBA Area Mask

  • Micro Roughness Mod: controls the roughness that will be added on top


  • Secondary Specular: controls the strength of a secondary specular by driving the Material Coat Weight

  • Secondary Roughness: controls the roughness of the secondary specular by driving the Material Coat Bump strength

NORMAL
  • Normal Map: Input for the Normal Texture Map

  • Normal Strength: controls the Height Scale of the Normal Texture

  • Micro Normal Map: Input for a Micro Normal Texture Map that will be blended with the the Normal Texture Map

  • Micro Normal Mask: Input for a Texture Mask that will be multiplied with the the Micro Normal Strength

  • Flip Micro Normal Y: this will flip the Green Channel of the Micro Normal Map

  • Micro Normal Strength: controls the Height Scale of the Micro Normal Texture and will be multiplied with the Micro Normal Mask

  • Micro Normal Tiling: controls the Scaling of the Micro Normal Map

SSS
  • Subsurface Map: Input for the Subsurface Texture Mask

  • Subsurface Weight: Controls the SSS Weight and will be multiplied with the Subsurface Map

  • Subsurface Scale: Controls the SSS Scale value of the material

  • Subsurface Radius: Controls the SSS Radius Color value of the material


  • Unmasked Scatter Scale: multiplier for the SSS Weight of the unmasked area

  • R Scatter Scale: multiplier for the SSS Weight of the red area from the RGBA Area Mask

  • G Scatter Scale: multiplier for the SSS Weight of the green area from the RGBA Area Mask

  • B Scatter Scale: multiplier for the SSS Weight of the blue area from the RGBA Area Mask

  • A Scatter Scale: multiplier for the SSS Weight of the alpha area from the RGBA Area Mask

UTILITY
  • RGBA Mask: Input for the 'RGBA Area Mask' Texture


Materials that had the 'Digital_Human Hair' shader applied in Character Creator 4 will be replaced with the CC4D 'Head_Advanced' shader.

BASE COLOR
  • Diffuse Map: Input for the Diffuse Texture

  • Diffuse Map Strength: Strength of the Diffuse Map Texture

  • Diffuse Color: will be multiplied with the Diffuse Map Texture

  • Diffuse Strength: Controls the material Diffuse weight

  • Metalness: controls the metalness weight

BLEND MULTIPLY

  • Blend Map: Input for a Texture Map that gets overlayed on top

  • Blend Strength: Strength of the Blend Map Texture

VERTEX COLOR

  • Vertex Color Map: Input for a vertex map

  • Vertex Color: Controls the color of the vertex color overlay

  • Vertex Color Strength: Controls the strength of the vertex color overlay

HAIR COLOR
  • Activate Hair Color: Activates the hair color overlay

  • Base Color Map Strength: Strength of the Base Color

  • Blend Mode: Controls the blend mode of the hair color overlay

STRAND COLOR

  • Root Color: Controls the root color of the hair color overlay

  • End Color: Controls the end color of the hair color overlay


  • Global Strength: Controls the overall strength of the hair color overlay

  • Root Color Strength: Controls the strength of the root color

  • End Color Strength: Controls the strength of the end color

  • Invert Root Map: Inverts the utility root map

HIGHLIGHT A

  • Highlight A Color: Controls the color of the Highlight A

  • Highlight A Strength: Controls the strength of the Highlight A


  • Highlight A Start: Controls the starting point of the highlight A

  • Highlight A Mid: Controls the mid point of the highlight A

  • Highlight A End: Controls the end point of the highlight A

  • Highlight A Overlap End: Controls the end point of the highlight A overlap

  • Highlight A Overlap Invert: Inverts the highlight A overlap

HIGHLIGHT B

  • Highlight B Color: Controls the color of the Highlight B

  • Highlight B Strength: Controls the strength of the Highlight B


  • Highlight B Start: Controls the starting point of the highlight B

  • Highlight B Mid: Controls the mid point of the highlight B

  • Highlight B End: Controls the end point of the highlight B

  • Highlight B Overlap End: Controls the end point of the highlight B overlap

  • Highlight B Overlap Invert: Inverts the highlight B overlap

COLOR CORRECT
  • Hue Shift: controls the hue of the Base and Hair Color

  • Saturation Scale: controls the saturation of the Base and Hair Color

  • Level Scale: controls the brightness level of the Base and Hair Color

  • Use HSV Conversion: Use HSV conversion for color corrections

AO
  • AO Map: Input for the Ambient Occlusion Texture that will be multiplied on top

  • AO Strength: Strength of the Ambient Occlusion Texture

  • AO Occlude All: While in CC4 this parameter can be used to occlude all lights, in C4D this parameter will give the AO map just a slight 'boost'

REFLECTION
  • Roughness Map: Input for the Roughness Texture Map

  • Roughness Strength: Controls the strength of the material Roughness


  • Specular Map: Input for the Specular Texture Map

  • Specular Strength: Controls the strength of the material specular

SPECULAR DIRECTION

  • Invert Green Tangent: Inverts the Y channel of the tangent map

  • Shift Black ID: Adjusts the non-white areas of the ID map

  • Shift White ID: Adjusts the non-black areas of the ID map

SSS
  • Subsurface Weight: Controls the SSS Weight

UTILITY
  • Root Map: Input for the Hair Root Map texture

  • ID Map: Input for the Hair ID Map texture

  • Flow Map: Input for the Hair Flow Map texture

  • Viewport Opacity Map: Input for the opacity texture that is used only for correct viewport display. It should be the same texture map that is used by the RS sprite node to generate the actual opacity


Materials that had the 'Digital_Human Tongue' shader applied in Character Creator 4 will be replaced with the CC4D 'Tongue_Advanced' shader.

BASE COLOR
  • Diffuse Map: Input for the Diffuse Texture

  • Diffuse Map Strength: Strength of the Diffuse Map Texture

  • Diffuse Color: will be multiplied with the Diffuse Map Texture

  • Metalness: controls the metalness weight


  • Diffuse Hue: controls the hue of the Diffuse Map Texture

  • Diffuse Saturation: controls the saturation of the Diffuse Map Texture

  • Diffuse Level: controls the brightness level of the Diffuse Map Texture

  • Diffuse HSV: Use HSV conversion for color corrections

AO
  • AO Map: Input for the Ambient Occlusion Texture that will be multiplied on top

  • Grad AO Map: Input for the Gradient AO Map

  • AO Strength: Strength of the Ambient Occlusion Texture


  • Rear AO: Strength of the Ambient Occlusion in the rear area of the tongue

  • Front AO: Strength of the Ambient Occlusion in the front area of the tongue

REFLECTION
  • Roughness Map: Input for the Roughness Texture Map


  • Front Specular: controls the strength of the Specular in the front area of the tongue

  • Rear Specular: controls the strength of the Specular in the rear area of the tongue


  • Front Roughness: controls the strength of the Roughness in the front area of the tongue

  • Rear Roughness: controls the strength of the Roughness in the rear area of the tongue

NORMAL
  • Normal Map: Input for the Normal Texture Map

  • Normal Strength: controls the Height Scale of the Normal Texture

  • Micro Normal Map: Input for a Micro Normal Texture Map that will be blended with the the Normal Texture Map

  • Flip Micro Normal Y: this will flip the Green Channel of the Micro Normal Map

  • Micro Normal Strength: controls the Height Scale of the Micro Normal Texture and will be multiplied with the Micro Normal Mask

  • Micro Normal Tiling: controls the Scaling of the Micro Normal Map

SSS
  • Subsurface Weight: Controls the SSS Weight

  • Subsurface Scale: Controls the SSS Scale value of the material

  • Subsurface Radius: Controls the SSS Radius Color value of the material


Materials that had the 'Digital_Human Teeth Gums' shader applied in Character Creator 4 will be replaced with the CC4D 'TeethGum_Advanced' shader.

  • Is Upper Teeth: Controls the interpretation of the gradient AO Map

BASE COLOR
  • Diffuse Map: Input for the Diffuse Texture

  • Diffuse Map Strength: Strength of the Diffuse Map Texture

  • Diffuse Color: will be multiplied with the Diffuse Map Texture

  • Metalness: controls the metalness weight


  • Gums Hue: controls the hue of the Diffuse Map Texture in the gums area

  • Gums Saturation: controls the saturation of the Diffuse Map Texture in the gums area

  • Gums Level: controls the brightness level of the Diffuse Map Texture in the gums area

  • Gums HSV: Use HSV conversion for color corrections in the gums area


  • Teeth Hue: controls the hue of the Diffuse Map Texture in the teeth area

  • Teeth Saturation: controls the saturation of the Diffuse Map Texture in the teeth area

  • Teeth Level: controls the brightness level of the Diffuse Map Texture in the teeth area

  • Teeth HSV: Use HSV conversion for color corrections in the teeth area

AO
  • Grad AO Map: Input for the Gradient AO Map

  • AO Strength: Strength of the Ambient Occlusion Texture


  • Front AO: Strength of the Ambient Occlusion in the front area of the tongue

  • Rear AO: Strength of the Ambient Occlusion in the rear area of the tongue

REFLECTION
  • Roughness Map: Input for the Roughness Texture Map


  • Front Specular: controls the strength of the Specular in the front area of the teeth

  • Rear Specular: controls the strength of the Specular in the rear area of the teeth


  • Front Roughness: controls the strength of the Roughness in the front area of the teeth

  • Rear Roughness: controls the strength of the Roughness in the rear area of the teeth

NORMAL
  • Normal Map: Input for the Normal Texture Map

  • Normal Strength: controls the Height Scale of the Normal Texture

  • Micro Normal Map: Input for a Micro Normal Texture Map that will be blended with the the Normal Texture Map

  • Flip Micro Normal Y: this will flip the Green Channel of the Micro Normal Map

  • Micro Normal Teeth: controls the Height Scale of the Micro Normal Texture in the teeth area

  • Micro Normal Gums: controls the Height Scale of the Micro Normal Texture in the gums area

  • Micro Normal Tiling: controls the Scaling of the Micro Normal Map

SSS
  • Gums SSS: Controls the Strength of the subsurface scattering in the gums area

  • Teeth SSS: Controls the Strength of the subsurface scattering in the teeth area

  • Subsurface Weight: Controls the SSS Weight

  • Subsurface Scale: Controls the SSS Scale value of the material

  • Subsurface Radius: Controls the SSS Radius Color value of the material

UTILITY
  • Gums Mask: Input for the gums mask texture to separate teeth and gums


Materials with the name Std_Eye_L/R that had the 'PBR' shader applied in Character Creator 4 will be replaced with the CC4D 'Eye_Advanced' shader.

Its important to stick to the naming conventions Std_Eye_L or Std_Eye_R from CC4. Otherwise the material replacement will not work correctly

DIFFUSE
  • Diffuse Map: Input for the Diffuse Texture

  • Diffuse Map Strength: Strength of the Diffuse Map Texture

  • Diffuse Color: will be multiplied with the Diffuse Map Texture

  • Metalness: controls the metalness weight


  • Cornea Hue: controls the hue of the Diffuse Map Texture in the cornea area

  • Cornea Saturation: controls the saturation of the Diffuse Map Texture in the cornea area

  • Cornea Level: controls the brightness level of the Diffuse Map Texture in the cornea area

  • Cornea HSV: Use HSV conversion for color corrections in the cornea area


  • Iris Color: Controls the color of the iris that gets multiplied with the Diffuse Map

  • Iris Inner Color: Controls the color of the inner iris that gets blended with the iris color based on the inner iris scale

  • Iris Cloudy Color: Controls the color that gets added on top of the Diffuse Map / Iris Color

  • Limbus Color: Controls the color of the Limbus that gets multiplied on top

  • Blend Color: Input for a Texture Map that gets overlayed

  • Blend Strength: Strength of the Blend Color Texture

AO
  • AO Strength: controls the strength of the ambient occlusion

REFLECTION
  • Specular: Controls the strength of the specular


  • Iris Roughness: controls the strength of the Roughness in the iris area eye

  • Sclera Roughness: controls the strength of the Roughness in the sclera area


  • IOR: controls the index of refraction

NORMAL
  • Normal Strength: controls the strength of the bump map generated from the diffuse map texture

SSS
  • Subsurface Weight: Controls the SSS Weight

  • Subsurface Scale: Controls the SSS Scale value of the material

  • Subsurface Radius: Controls the SSS Radius Color value of the material

OPACITY
  • Opacity Strength: Controls the opacity strength of the Limbus area

  • Opacity Feather: Controls the softness of the opacity mask

SCALING
  • Sclera Radius: Controls the radius of the sclera area

  • Iris Radius: Controls the radius of the iris area

  • Inner Iris Scale: Controls the radius of the inner iris area


  • Limbus Width / Limbus Dark Scale: Controls the size and strength of the limbus area, the dark region between iris and sclera


  • Iris Scale: additional multiplier to control the size of the iris

  • Diffuse Map Scale: controls the scale of the diffuse map


Materials with the name Std_Cornea_L/R that had the 'Digital_Human Eye' shader applied in Character Creator 4 will be replaced with the CC4D 'Head_Advanced' shader.

Its important to stick to the naming conventions Std_Cornea_L or Std_Cornea_R from CC4. Otherwise the material replacement will not work correctly

DIFFUSE
  • Diffuse Map: Input for the Diffuse Texture

  • Diffuse Map Strength: Strength of the Diffuse Map Texture

  • Diffuse Color: will be multiplied with the Diffuse Map Texture

  • Metalness: controls the metalness weight


  • Sclera Hue: controls the hue of the Diffuse Map Texture in the sclera area

  • Sclera Saturation: controls the saturation of the Diffuse Map Texture in the scleraa area

  • Sclera Level: controls the brightness level of the Diffuse Map Texture in the sclera area

  • Sclera HSV: Use HSV conversion for color corrections in the sclera area

BLEND OVERLAY

  • Blend Color: Input for a Texture Map that gets overlay

  • Blend Strength: Strength of the Blend Color Texture

SHADOW

  • Shadow Radius: Controls of the radius of the eye shadow

  • Shadow Hardness: Controls the hardness of the eye shadow

  • Shadow Color: Controls the color of the eye shadow

AO
  • AO Map: Input for the Ambient Occlusion Texture that will be multiplied on top

  • AO Strength: controls the strength of the ambient occlusion

REFLECTION
  • Specular: Controls the strength of the specular


  • Sclera Roughness: controls the strength of the Roughness in the sclera area

  • Cornea Roughness: controls the strength of the Roughness in the cornea area eye


  • IOR: controls the index of refraction

NORMAL
  • Normal Map: Input for the Normal Texture Map

  • Flaten Normal: controls the ...

  • Normal UV Scale: Controls the scaling of the normal map

  • Blood Vesel Height: Controls the height scale of some blood vesels generated from the diffuse map texture

SSS
  • Subsurface Weight: Controls the SSS Weight

  • Subsurface Scale: Controls the SSS Scale value of the material

  • Subsurface Radius: Controls the SSS Radius Color value of the material

SCALING
  • Sclera Radius: Controls the radius of the sclera area

  • Iris Radius: Controls the radius of the iris area

  • Limbus Width: Controls the hardness of the iris mask

MULTIPLIERS

  • Iris Scale: Additional multiplier to control the iris scale

  • Diffuse Map Scale: Controls the scaling of the diffuse map


Materials that had the 'Digital_Human Eye Occlusion' shader applied in Character Creator 4 will be replaced with the CC4D 'EyeOcclusion_Advanced' shader.

PRIMARY
  • Shadow 1 Color: controls the color of the primary shadow

  • Blend Color 1: controls the blend color of the primary shadow

  • Blend Color 1 Strength: controls the strength of the blend color


  • Shadow 1 Strength: controls the overall strength for the primary shadow

  • Shadow 1 Top: controls the strength of the top gradient for the primary shadow

  • Shadow 1 Top Range: controls the range of the top gradient for the primary shadow

  • Shadow 1 Top Curvature: controls the curvature of the top gradient for the primary shadow


  • Shadow 1 Bottom: controls the strength of the bottom gradient for the primary shadow

  • Shadow 1 Bottom Range: controls the range of the bottom gradient for the primary shadow

  • Shadow 1 Bottom Curvature: controls the curvature of the bottom gradient for the primary shadow


  • Shadow 1 Inner: controls the strength of the inner gradient for the primary shadow

  • Shadow 1 Inner Range: controls the range of the inner gradient for the primary shadow


  • Shadow 1 Outer: controls the strength of the outer gradient for the primary shadow

  • Shadow 1 Outer Range: controls the range of the outer gradient for the primary shadow

SECONDARY
  • Shadow 2 Color: controls the color of the secondary shadow

  • Blend Color 2: controls the blend color of the secondary shadow

  • Blend Color 2 Strength: controls the strength of the blend color


  • Shadow 2 Strength: controls the overall strength for the secondary shadow

  • Shadow 2 Top: controls the strength of the top gradient for the secondary shadow

  • Shadow 2 Top Range: controls the range of the top gradient for the secondary shadow

  • Shadow 2 Top Curvature: controls the curvature of the top gradient for the secondary shadow

TEAR DUCT
  • Tear Duct Shadow Offset: controls the offset of the tear duct shadow

  • Tear Duct Position: controls the position of the tear duct shadow

  • Tear Duct Width: controls the width of the tear duct shadow

MULTIPLIERS
  • Primary: additional multiplier to control the primary shadow

  • Secondary: additional multiplier to control the secondary shadow


Materials that had the 'Digital_Human Tear Line' shader applied in Character Creator 4 will be replaced with the CC4D 'EyeTearline_Advanced' shader.

INPUTS
  • Metalness: controls the metalness weight

  • Specular: Controls the reflection weight of the material

  • Roughness: Controls the reflection roughness of the material

  • Opacity: Controls the opacity of the material

  • Detail Amount: Controls the height scale of the detail bump map

  • Detail Scale U: Controls the U scale of the detail bump map

  • Detail Scale V: Controls the V scale of the detail bump map


Materials that had the 'PBR' shader applied in Character Creator 4 will be replaced with the CC4D 'Pbr_Advanced' shader.

BASE COLOR
  • Diffuse Map: Input for the Diffuse Texture

  • Diffuse Map Strength: Strength of the Diffuse Map Texture

  • Diffuse Color: will be multiplied with the Diffuse Map Texture

  • Metalness: controls the metalness weight


  • Diffuse Hue: controls the hue of the Diffuse Map Texture

  • Diffuse Saturation: controls the saturation of the Diffuse Map Texture

  • Diffuse Level: controls the brightness level of the Diffuse Map Texture

  • Diffuse HSV: Use HSV conversion for color corrections

BLEND OVERLAY

  • Blend Color: Input for a Texture Map that gets overlayed

  • Blend Strength: Strength of the Blend Color Texture

AO
  • AO Map: Input for the Ambient Occlusion Texture that will be multiplied on top

  • AO Strength: controls the strength of the ambient occlusion

REFLECTION
  • Specular Map: Input for a Specular Map Texture

  • Specular Scale: Controls the strength of the specular

  • Specular Intensity: Additional Intensity multiplier


  • Roughness Map: Input for the Roughness Texture Map

  • Roughness Strength: controls the strength of the Roughness Texture Map

  • Roughness Min: minimum roughness value

  • Roughness Max: maximum roughness value

NORMAL
  • Normal Map: Input for a Normal Texture Map

  • Normal Strength: controls the Height Scale of the Normal Texture

  • Bump Map: Input for a Bump Texture Map

  • Bump Strength: controls the Height Scale of the Bump Texture

DISPLACEMENT
  • Displacement Map: Input for a Displacement Texture Map

  • Displacement Strength: controls the Height Scale of the Displacement Texture

  • Displacement Base: Defines the base level of the displacement map

EMISSION
  • Emission Map: Input for a Emission Texture Map

  • Emission Color: Controls the Emission Color

  • Emission Strength: Controls the Emission Strength

OPACITY
  • Opacity Map: Input for a Opacity Texture Map

  • Opacity Strength: Controls the strength of the opacity

Skin Shader

Hair Shader

Tongue Shader

TeethGum Shader

Eye Shader

Cornea Shader

Eye Occlusion Shader

EyeTearline Shader

PBR Shader

Diffuse Parameters of the CC4D Head_Advanced shader
Ambient Occlusion Parameters of the CC4D Head_Advanced shader (Diffuse Output)
Reflection Parameters of the CC4D Head_Advanced shader
Roughness Mod Parameters of the CC4D Head_Advanced shader (Roughness Output)
Secondary Specular Parameters of the CC4D Head_Advanced shader
Normal Parameters of the CC4D Head_Advanced shader
Surbsurface Scattering Parameters of the CC4D Head_Advanced shader
Surbsurface Scattering Parameters of the CC4D Head_Advanced shader (SSS Weight Output)
Diffuse Parameters of the CC4D Skin_Advanced shader
Ambient Occlusion Parameters of the CC4D Skin_Advanced shader (Diffuse Output)
Reflection Parameters of the CC4D Skin_Advanced shader
Roughness Mod Parameters of the CC4D Skin_Advanced shader (Roughness Output)
Secondary Specular Parameters of the CC4D Skin_Advanced shader
Normal Parameters of the CC4D Skin_Advanced shader
Surbsurface Scattering Parameters of the CC4D Skin_Advanced shader
Surbsurface Scattering Parameters of the CC4D Skin_Advanced shader (SSS Weight Output)
Base Color Parameters of the CC4D Hair_Advanced shader
Hair Color Parameters of the CC4D Hair_Advanced shader
Hair Color Parameters of the CC4D Hair_Advanced shader
Color Correct Parameters of the CC4D Hair_Advanced shader
AO Parameters of the CC4D Hair_Advanced shader
Reflection Parameters of the CC4D Hair_Advanced shader
SSS Parameters of the CC4D Hair_Advanced shader
Base Color Parameters of the CC4D Tongue_Advanced shader
AO Parameters of the CC4D Tongue_Advanced shader
Reflection Parameters of the CC4D Tongue_Advanced shader
Normal Parameters of the CC4D Tongue_Advanced shader
Subsurface Scattering Parameters of the CC4D Tongue_Advanced shader
Base Color Parameters of the CC4D TeethGum_Advanced shader
AO Parameters of the CC4D TeethGum_Advanced shader
Reflection Parameters of the CC4D TeethGum_Advanced shader
Normal Parameters of the CC4D TeethGum_Advanced shader
Subsurface Scattering Parameters of the CC4D TeethGum_Advanced shader
Base Color Parameters of the CC4D Eye_Advanced shader
AO Parameters of the CC4D Eye_Advanced shader
Reflection Parameters of the CC4D Eye_Advanced shader
Normal Parameters of the CC4D Eye_Advanced shader
SSS Parameters of the CC4D Eye_Advanced shader
Opacity Parameters of the CC4D Eye_Advanced shader
Scaling Parameters of the CC4D Eye_Advanced shader
Base Color Parameters of the CC4D Cornea_Advanced shade
Base Color Parameters of the CC4D Cornea_Advanced shade
AO Parameters of the CC4D Cornea_Advanced shader
Reflection Parameters of the CC4D Cornea_Advanced shade
Normal Parameters of the CC4D Cornea_Advanced shade
SSS Parameters of the CC4D Cornea_Advanced shader
Scaling Parameters of the CC4D Cornea_Advanced shader
Primary Parameters of the CC4D EyeOcclusion_Advanced shader
Secondary Parameters of the CC4D EyeOcclusion_Advanced shader
Tear Duct Parameters of the CC4D EyeOcclusion_Advanced shader
Multiplier Parameters of the CC4D EyeOcclusion_Advanced shader
Parameters of the CC4D Tearline_Advanced shader
Base Color Parameters of the CC4D pbr_Advanced shader
AO Parameters of the CC4D pbr_Advanced shader
Reflection Parameters of the CC4D pbr_Advanced shader
Normal Parameters of the CC4D pbr_Advanced shader
Emission Parameters of the CC4D pbr_Advanced shader
Opacity Parameters of the CC4D pbr_Advanced shader
JSON configuration