If you are using PBR Substance Presets (for skin, cloth or accessories), you should understand the interface structure of these presets.
When you click the Select Substance Material button before launching the Appearance Editor for clothes and accessories,
you will see three different PBR Substance Preset as shown below.
They have identical UI structures only that the materials provided vary in
amount.
Item Name |
Function of the Item |
It contains the Height, Normal, World Space Normal, AO and Color ID channels for the object. Please
refer to the About Channels in Mesh Data section for more information. |
|
It contains up to 7 different base materials. |
|
Use the settings under this item to create repetitive prints on the entire object. patterns are allowed to be applied and span across the entire object. |
|
Use the settings under this item to create prints on the object. You are allowed to add up to three decals on the object. Note that the decals can be flat or embossed. |
|
Global FX |
In order to add more overall effects, you can adjust the settings in the Rips, Tweaks, Dust, Dirt and Fabric Holes sections under this item. |
The Diagnostics item is used to individually preview the maps and effects applied on the mesh of the object, such as the channels in the Mesh Data and the textures in different Materials. |
Initial Object |
Mesh Data Applied |
Material Applied |
Pattern Applied |
Decal Applied |
Global FX Applied |
When you click the Select Substance Material button before launching the Appearance Editor for
character's skins, eyeballs, finger and toe nails, teeth, tongue, and
eyelashes, you will see PBR Substance Preset as shown below. The UI
structures are different for different body parts and are described in this section.
Item Name |
Function of the Item |
Skin |
It contains the Normals sub-item for adjusting the wrinkles, pores and textures, and Tweak sub-item for modifying the color tone on the face skin. |
Tan |
It can be used to simulate the suntan effect on the face skin. |
Freckles |
Use the settings in the Pattern sub-item to determine the scattering amount and density of the freckles on the skin and the ones in the Blend sub-item to blend the freckles to the original skin color tone. |
Cosmetics |
You can put cosmetics onto the character's face with the sub-items including the Blush, Lips, Eyeshadow and Eyeliner. |
Hair |
In the Scalp, Eyebrows, Mustache and Beard sub-items, you can have the character to put one different hairs on the face. |
Decals |
Use the settings under this item to create tattoos, paints, scars or wounds on the face skin. You are allowed to add up to three decals. Please note that the decals can be flat or embossed. |
Eyelid |
Use the settings in the Lacrimal and Eye Sac to determine the appearances of these two eye parts, including the color and the ability of reflecting the lights. |
Initial Face |
Skin Applied |
Tan Applied |
Freckles Applied |
Cosmetics Applied |
Hair Applied |
Decal Applied |
Eyelid Applied |
Item Name |
Function of the Item |
Skin |
It contains the Body Base, , Body Surface Normals, Body Freckles, Body Tan and Body Ambient Occlusion sub-items. These sub-items can be used to create different effect as described in the table above in the Head Skin section. |
Tan |
It can be used to simulate the suntan effect on the body skin. |
Freckles |
Use the settings in the Pattern sub-item to determine the scattering amount and density of the freckles on the skin and the ones in the Blend sub-item to blend the freckles to the original skin color tone. |
Body Hair |
In the Scalp, Eyebrows, Mustache and Beard sub-items, you can have the character to put one different hairs on the face. |
Decals |
Use the settings under this item to create tattoos, paints, scars or wounds on the body skin. You are allowed to add up to three decals. Please note that the decals can be flat or embossed. |
Initial Face |
Skin Applied |
Tan Applied |
Freckles Applied |
Body Hair Applied |
Decal Applied |
Item Name |
Function of the Item |
Base.Matte |
It can be used to determine the base color and reflection of the primary and secondary eyelash layers. |
Primary.Red |
It can be used to overlapping color and reflection on the root of the primary eyelash layer. |
Secondary.Green |
It can be used to overlapping color and reflection on the secondary eyelash layer. |
Tertiary.Blue |
It can be used to overlapping color and reflection on the tip of the primary eyelash layer. |
InInitial Eyelashes |
Base.Matte Applied |
Primary.Red Applied |
Secondary.Green Applied |
Tertiary.Blue Applied |
Item Name |
Function of the Item |
Polish |
It is used to overlap different colors onto the nails. |
Tweak |
It can be used to determine the color and reflectivity for the nails. |
Initial nails |
Tweak Applied |
Polish Applied |
Item Name |
Function of the Item |
Base Color |
Use the settings in this sub-item to apply overall color and reflectivity to the tongue. |
Apex |
You can cover the upper surface of the tongues with the settings in this sub-item. |
Roughness |
The settings under this sub-item are used to determine the roughness of the tongue. |
Initial Tongue |
Base Color Applied |
Apex Applied |
Roughness Applied |