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
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