Baking Shader Settings to Diffuse and Specular Maps (New for v3.4)
For exporting the Smart Hair in FBX format, Character Creator allows you to export the material with or without the Shader Setting result. You can find the setting at the bottom of the Export FBX panel.
Take the following project as an example:
With Diffuse map only. |
Diffuse map and Smart Hair Shader settings. |
Scenarios:
Activated (Bake)
The Shader Settings result will be baked to Base Color (Diffuse) and Specular Mask Map textures before all textures are exported.
Before Baking |
After Baking |
- For Unreal: The adjust shader settings feature will be automatically deactivated.
If you manually activate it, the result will be twice as strong.Deactivated (in Unreal)
Activated
- For other 3D Tools:
- You can see the identical shader setting result in the 3D tools (in this case, Blender).
- However, if you load the character back to Character Creator, the result will be
twice as strong because the baked texture is used to work with the shader settings again.
- You can see the identical shader setting result in the 3D tools (in this case, Blender).
Deactivated (Un-Bake)
The Shader Settings values will be saved in *.json (for Unreal and Unity) or *.fbxkey (for another 3D tool) files. The other textures will be exported as usual.
- For Unreal: You can adjust the identical shader settings in Unreal as the settings in Character Creator.
- For another 3D Tools:
- You can do the round-up mesh-editing between the 3D tools and Character Creator with the shader settings remaining adjustable in Character Creator.
- However, the shader settings result of the hair, including the brows, can not be re-built in the 3D tools, only the Diffuse color is kept.
- You can do the round-up mesh-editing between the 3D tools and Character Creator with the shader settings remaining adjustable in Character Creator.