Individualization and Generalization (New for v. 4.2)
The principle concepts behind the expression wrinkles are described
in the Texture-based Details of Expression Wrinkles section.
Under the Texture Settings section, you can click the
Individualize or Generalize button to generate wrinkle details
using source maps or flattened textures.
Individualize
This button flattens specific source maps and loads the output texture to the selected channel.
- The wrinkles are tailored for the character. Since there are no source maps, the wrinkles are merged onto the base textures and are directly edited when changes need to be made.
- These wrinkles should not be applied to other characters because they are merged.
Diffuse Channel
- The ao, crease and redness source maps are flattened and
baked to the Diffuse texture.
- The AO and Crease Line and Redness sliders in the
Regional Influence section will be disabled because the corresponding source maps are missing.
Normal Channel
- The normal source map is flattened and baked to the
Normal texture.
- The Normal Strength slider in the
Regional Influence section will be disabled because the corresponding source map is missing.
Roughness Channel
- The ao and crease source maps are used to calculate the
Roughness texture.
- The sliders in the Regional Influence section will not be disabled because no source map is missing.
Generalize
- This button removes the texture in the selected channel and retrieves the source maps related to this channel.
- It keeps the source maps and does not merge the wrinkle patterns with the base textures. This type of wrinkle system is the most flexible.
- Because the wrinkles have not been flattened, Adjust Color, Skin Color (baked to Diffuse channel), and SkinGen can still be used.