Parameter Reference

Every control on the Reallusion Importer, grouped by where you find it. Two panels:

  • The Reallusion Importer node (in SOPs) — import, build, animation, and utility controls.
  • The Lookdev Controller (a red node in LOPs, created by Build Character and reached with Go to LOPs) — every look control for skin, eyes, hair, wrinkles, and displacement.

Each section links to the fuller walkthrough in Using the Asset.


On the Reallusion Importer node (SOPs)

Import

Parameter Description
Import Choose the source format: USD (Character Creator's "Export USD (Omniverse)" — fast, light, the default) or FBX. See USD vs FBX.
USD File / FBX File Path to the character export to import. Keep the exported textures folder (and the .json sidecar, for FBX) beside the file when moving it. Which field shows depends on the Import mode.
Go to LOPs Jumps to the LOP network and frames this character's lookdev controller. Build the character first.

Build

Parameter Description
Create Render Setup When on, Build Character also creates a three-point light rig, a bust-framed camera, and a Karma XPU render settings node for an immediately renderable scene. Created once and not overwritten on rebuilds, so your light tweaks survive. See Rendering.
Build Character Imports the character and generates everything: geometry, materials, displacement, the wrinkle system, and the lookdev controller. Your dialed-in controller values are preserved across rebuilds.

Fix Broken Blendshape

A workaround for a rare Character Creator export glitch that mangles certain elements (often facial hair) once animation plays. Only needed if you actually see an element breaking up.

Parameter Description
Broken Elements The element(s) to exclude from the blendshape deform, entered as an @name group. Listed elements are point-deformed by the nearest face/body geometry instead.
Fix Broken Blendshape Performs the bypass-to-point-deform. Off by default; enable only after specifying a Broken Element (with none picked it would bypass the entire mesh).
Radius Point-deform capture radius for the bypassed elements. Adjust if you see deforming artifacts on the fixed element.

Caches the imported geometry to disk to avoid the slow FBX re-import on every session. FBX mode only — hidden in USD mode, where import is already about a second. See Performance & Caching.

Parameter Description
Load from Disk Loads the cached geometry from disk instead of re-importing the FBX. Much faster for heavy characters. Enable after saving a cache.
Reload Geometry Re-reads the cache from disk. Use after re-saving the cache for the same character.
Save to Disk Writes the current character geometry to the cache file. Recommended for heavy/HD characters. Re-save if you re-export the character.
Geometry File Disk location of the geometry cache (.bgeo.sc). The FBX File must stay set even with Load from Disk on — the skeleton and animation always read from the FBX.

Animation

Play the motion baked into the imported character, or a library of clips you add from other FBX / USD files. See Animation.

Parameter Description
Body Animation Source Which motion drives the body (skeleton): Embedded Animation, Animation Database (the active added clip), or No Animation (static pose).
Facial Animation Source Where the face comes from, independent of the body: Embedded Animation, Animation Database, or Bypass Animation (calms the facial blendshapes). Mix a borrowed body clip with this character's own face.
Add Animation Opens a file browser to add a motion clip (FBX or USD). The first clip creates the animation database subnet, switches the source to Animation Database, and makes the new clip active.
Remove Animation Removes a chosen clip and frees its memory (also clears the scene cache). If the last clip is removed, the source falls back to Embedded.
Select Animation Chooses which database clip plays, and switches the source to Animation Database.
Current Animation Shows the name of the active database clip. Display only.
Retarget Animation Off by default. Turn on for a clip authored on a differently-proportioned Character Creator character — it remaps the motion onto this character (proportions matched, teeth/tongue/eyes seated, facial performance carried over). Auto-engages when the facial and body sources differ, or when a clip's format differs from the import mode.

Skin Fix

Quick point-level fixes to mesh intersections (clothing poking through the body), in an editable subnetwork beside the node. See Skin Fix.

Parameter Description
Create Skin-Fix Setup Creates (or jumps to) the skin-fix subnetwork. Inside, use the green Sculpt and Soft Edit nodes to push points where the body and clothing intersect. Move points only — don't add, delete, or change the point count.
Use Skin Fix Switches the character onto the edited mesh. Off by default; safe to toggle even before a subnetwork exists (it falls back to the unedited mesh).

Utilities

Parameter Description
Clear Scene Cache Unloads cached geometry from Houdini's caches to reclaim memory — useful after deleting characters or removing animations. Currently-displayed geometry won't unload (delete or bypass those nodes first).
Documentation / Gumroad / Discord / YouTube Links out to the online documentation, the product page, the community Discord, and video tutorials.

On the Lookdev Controller (LOPs)

Build Character creates a red controller node in the LOP network hosting all look controls. Material expressions reference it, so adjusting a control updates the Karma render live — except the render-property controls noted below, which need the render restarted. See The Lookdev Controller.

Two buttons sit at the top: Go to SOPs jumps back to the Reallusion Importer node, and Reset to Defaults returns every control on the controller to its original value (after a confirmation prompt).

Quality

Parameter Description
Quality Preset that sets the two toggles below. Preview turns subsurface off and uses cheap cutout corneas for fast look-dev; Production restores full quality.
Remove SSS Disables subsurface scattering on skin and teeth — the single biggest render-time saving.
Hero Eyes Refractive ray-traced corneas for close-up realism. Off uses a cheaper cutout cornea for distant or background characters.

Skin

See Skin.

Parameter Description
Skin Normal Strength Intensity of the base skin normal map (pore and surface detail).
Skin Roughness Multiplier on skin roughness. Below 1 = glossier and more lifelike; above 1 = more matte.
Diffuse Contrast Contrast of the skin color texture around mid-grey. Very sensitive — useful range roughly 1.0–1.1.
Respect Metallic Maps Honor Character Creator's metallic textures on teeth, tongue, and clothing. Off by default (these are dielectric and CC's metallic maps on them are usually junk).

Skin Re-tint (sub-folder)

Parameter Description
Skin Re-tint Color The color the skin diffuse is tinted toward. White (default) is a no-op. Affects diffuse only, across all skin.
Skin Re-tint Amount How strongly the re-tint color is applied. 0 = untouched; 1 = full multiply. Caps at 3 but accepts higher typed values for an overdriven push.
Skip Nails Exclude the fingernail/toenail material from the re-tint. Off by default.

Teeth (sub-folder)

Parameter Description
Teeth Brightness Overall brightness of the teeth/tongue diffuse. Pull below 1 for more natural teeth (CC exports them near-white). 1 = as exported.
Teeth Roughness Multiplier on teeth/tongue roughness. Raise above 1 to soften a glary specular; below 1 for a wetter look.
Teeth Specular Strength of the wet specular reflection on teeth/tongue. Lower it to reduce blown-out catchlights.
Teeth SSS Amount Subsurface scattering on teeth/tongue only. Lower it to make teeth read more solid. Disabled when Remove SSS is on.

Subsurface (sub-folder — disabled when Remove SSS is on)

Parameter Description
SSS Color Per-channel scatter falloff color. Default a warm skin tone; cooler = bluer scatter, warmer = redder. Applies to skin and teeth.
SSS Amount How much subsurface scattering skin and teeth receive. 1 = full lifelike scatter; lower recovers surface detail; 0 = none.
SSS Radius How deep light scatters. Higher = softer and more translucent but washes out detail.
SSS Quality Subsurface ray limit (higher = cleaner and slower). A Karma render property — a change may only take effect after restarting the render.

Wrinkles (FBX import only)

See Wrinkles.

Parameter Description
Wrinkle Strength Master intensity of all wrinkle channels. 0 disables wrinkles; 1 is as authored.
Normal / Diffuse / Roughness Strength Per-channel trims on top of the master strength (relief, crease darkening, sheen).

Displacement

See Displacement.

Parameter Description
Mode How displacement maps render: Bump (cheap), True Displacement (real geometry, needs subdivision, slower), or Disable. Only matters for characters exported with displacement maps.
Displacement Strength Scale of the displacement effect. Small values (~0.002) are typical.

Eyes

Rebuilds Character Creator's HD eye look, which barely travels in the export. Organized into Iris / Limbus / Sclera / Eye Shadow / Wetness tabs, with Glow below. See Eyes.

Parameter Description
Eye Normal Strength Eyeball surface detail (sclera veins, iris relief), separate from the head. Low by default (0.2) — CC's eye normal is strong.

Iris tab

Parameter Description
Iris Color Tint / Iris Tint Amount Reproduce CC's iris color (masked to the iris, so the sclera stays white). Amount can exceed 1 to over-saturate.
Iris Scale Resizes the iris.
Iris Tint Radius / Iris Tint Feather Size and soften the tint disc.

Limbus tab

Parameter Description
Limbus Color / Width / Scale / Strength / Feather The dark ring at the iris/sclera edge. Strength 0 by default (a little reads as depth); Width and Feather set thickness and edge softness; Scale fits the ring to the iris.

Sclera tab

Parameter Description
Sclera Color / Sclera Tint Amount Tint the white of the eye. Amount 0 by default; the tint is the exact inverse of the iris mask, so the iris is never affected.

Eye Shadow tab

Parameter Description
Color / Strength / Radius / Feather The eyelid contact shadow on the eyeball (top-biased). Strength 0 by default; bigger Radius reaches further in.

Wetness tab

Parameter Description
Eye Glossiness Overall eyeball shine/wetness. Works on every character (try 1.2–2 for a wet look).
Tearline Gloss / Presence / Ripple The wet lid rim — only on characters that ship a tear-line mesh (no effect otherwise; use Eye Glossiness instead). Gloss is roughness, Presence scales the reflection, Ripple adds micro wet-bump detail.

Glow

Parameter Description
Glow Mode Stylized eye emission: Flat Color, Use Eye Texture, Multiply with Texture, Iris (Circle), Iris (Dot). None by default.
Eyes Cast Light Treats the glowing eyes as a light source that illuminates nearby surfaces. A Karma render property — this and the two controls below may only take effect after restarting the render.
Light Quality / Light Intensity Sampling quality of the eye light (reduces noise) and how strongly the eyes light their surroundings.
Glow Strength / Glow Color Brightness and color for the Flat, Texture, and Multiply modes.
Iris Color Color of the iris glow for both Iris modes.
Iris Strength / Iris Radius / Iris Feather Per-mode brightness, disc size, and (Dot) edge softness for the Iris modes.

Hair

Re-dye and shade the character's scalp hair. Applies to hair carrying CC's hair maps (root, ID, flow); simpler hair and caps keep their baked color. See Hair.

Parameter Description
Hair Color Mode Baked (CC) keeps the exported hair color; Custom re-dyes from the controls below, keeping strand detail.
Root Color / Tip Color The roots-to-tips ombré gradient in Custom mode. (FBX import only — USD mode does a flat re-dye from Root Color.)
Lightness (Bleach) Lightens or bleaches the hair, in both Baked and Custom modes. 1 = unchanged; above 1 bleaches toward light/blonde (slider to 20, accepts higher); below 1 darkens.
Highlight Color / Highlight Amount A second color blended into highlighted strands (balayage/streaks) and how strongly it shows. 0 disables highlights. (FBX import only.)
Controlled Specular Highlights Uses the hair's specular mask to restrain over-exposed highlights (CC's intended look). Off gives full specular.
Hair Anisotropy Stretches the specular highlight along the strands (directional hair sheen), steered by the flow map. 0 is off. (FBX import only.)

Brows (sub-folder)

Parameter Description
Brow Tint Color / Brow Tint Amount Re-tint the eyebrows independently of scalp hair, keeping strand detail. Amount 0 by default. Use to match brows to dyed hair.