Reblium Studio manual

Skin

The Skin tab is the surface of the face: the base colour map and its tone, the normal detail that makes pores and age, the roughness that makes it shine or matte, and on top of all that a living layer of sweat, dirt and skin conditions drawn by the shader, with nothing painted: sweat, tears, dirt, conditions and patterns.

TabSkinShelfimport a base colour, reset the imported texturesSectionsalbedo, normal, roughness & specular, sweat, tears, dirt, one per condition, patternsRight panelSkin and Skin conditionsAgeshared with the Head tab
The Skin tab with the albedo section open, and the skins and flat colours in the right panel.

How it works

Eight skin maps ship with the studio, one per gender and ethnicity, and Generate GNM picks the right one. The right panel's Skin tab lists them, with Flat colour: one colour for the whole skin, with no texture and no pores, from the swatches under the tiles. On top of the map, skin tone warms, cools, pales or tans it. The normal section adds the fine relief: a base normal map, and a detail map whose strength is the character's age. Roughness & specular set how the light comes off the skin, by region: a forehead shines more than a cheek.

The sections after that are the wet layer: sweat, dirt and the conditions. They are computed by the shader every frame in the skin's own coordinates, so they follow the face, react to gravity and cost no texture. new pattern under each rolls a different arrangement of the same amount.

Options

Albedo

ControlWhat it doesDefault and range
HueRotates the hue. A few degrees warms or cools a skin; large amounts leave skin entirely.from -30 to 30 degrees
SaturateColour strength. Below 1 pales toward grey, above 1 deepens the pigment.1, from 0.4 to 1.8
TanLightness. Below 1 tans and darkens, above 1 lightens. This is what the tone model drives.0.95, from 0.3 to 1.5
reset (skin tone)Back to the map as authored.
TeethEnamel. Age, coffee and tobacco pull this yellow; a pure white reads as veneers.an off-white
GumsGum colour. Follows the skin more than the teeth do.a muted red
OpenOpens the jaw so the teeth, gums and tongue are visible while you set their colours. Not saved.0, from 0 to 1
import base colourYour own colour map for the skin. flip V for maps authored with the opposite V convention; isolate base colour shows the map alone, unlit.
Clear texturesRemoves the imported maps and goes back to the shipped ones.

Normal

ControlWhat it doesDefault and range
import normalYour own normal map. flip green (base) for DirectX maps.
StrengthHow strong the base normal is.1, from 0 to 3
detail mapThe fine pore and wrinkle relief tiled over the face; ✕ removes it.shipped
AgeThe detail's strength, the same age as on the Head tab, 18 to 70. The bands are uneven because skin changes fastest in middle age.from 0 to 1
detail by regionHow much detail each region carries: forehead, cheeks, nose, nostril, lips, ear, eyes, scalp, eyeline. Multiplies the strength. Reset regions puts them back.on

Roughness & specular

ControlWhat it doesDefault and range
RoughnessHow matte the skin is overall. The base for every region the masks do not cover.0.49, from 0 to 1
SpecularHow strong the highlight is.0.49, from 0 to 1
MetalnessA small metallic term that tightens the highlight.0.16, from 0 to 1
FresnelGrazing-angle sheen: the thin oily film goes mirror-like as the surface turns away from you, which is why a cheek catches light edge-on.0, from 0 to 1
Fresnel falloffHow sharply the sheen is confined to the rim. 5 is physical; lower spreads it across the face and reads as greasy.5, from 1 to 8
roughness by regionA roughness per region: forehead, cheeks, nose, nostril, lips, ear, eyes, scalp, eyeline. Reset regions puts them back.on
affect roughnessHow much the cavity map perturbs the roughness: pores read rougher than the skin between them.0.36, from 0 to 1
TilingHow many times the cavity map repeats across the face.12, from 1 to 40
isolate cavityShows the cavity map alone, tiled as the shader samples it.off

Sweat

ControlWhat it doesDefault and range
DensityHow much sweat. 0 is dry skin.0, from 0 to 1
Bead sizeHow big the beads are.1, from 0.3 to 3
Sweat rateHow fast beads form, grow and run.0.6, from 0.05 to 3
RunningHow many beads get heavy enough to run down, leaving a streak.0.35, from 0 to 1
Run speedHow fast a running bead slides.1, from 0.1 to 3
Focus0 spreads it over the whole face; 1 gathers it on the forehead, upper lip, nose and temples.0.6, from 0 to 1
SheenA wet film over the sweating skin, glossier than dry skin.0.5, from 0 to 1
Water roughnessHow rough the water is. Lower is a sharper, brighter glint.0.06, from 0 to 0.5
DarkenWet skin is a little darker than dry skin.0.12, from 0 to 0.5
BumpHow strongly beads and streaks bend the light.1, from 0 to 3

Tears

Tears run from the corners of the lower lids, with every blink while Crying is on.

ControlWhat it doesDefault and range
CryingCrying on or off. While it is on, every blink releases a new tear from each eye that is not set to off.off
left eye, right eyeWhere that eye's tears come from, always a corner of the lower lid: one of the two at random for each tear, the inner corner, the outer corner, or one from each corner (the default).both corners
tear rateNew tears a second from each corner that is on, blinks or not. 0 is only with the blinks and cry now.0, up to 2
drop size, speedHow big each tear is and how fast it runs.
wellingSeconds a tear sits swelling on the lower lid before it runs.
trailSeconds the wet streak takes to dry behind a tear.
wanderHow much the tear's path winds on its way down.
cry nowReleases a tear now from every corner that is on.

Dirt

ControlWhat it doesDefault and range
DensityHow dirty. 0 is clean skin.0, from 0 to 1
SizeHow big the blotches are. Low is a few large smears; high is fine mottling.6, from 1 to 20
SpecksFine dark specks scattered over the skin.0.5, from 0 to 1
Speck sizeHow big the specks are; most fine, a few coarse.1, from 0.3 to 3
SmearsBrush-like smears of grime, each its own way, as if wiped by a hand or a sleeve.0.4, from 0 to 1
WobbleHow many smears bend and wander, and how much.0.6, from 0 to 1
In creasesGathers the grime where the skin is recessed. 0 spreads it evenly.0.5, from 0 to 1
RoughnessHow matte the dirt is. Dry dirt is very rough.0.85, from 0.3 to 1
GritHow much the specks stand up from the skin.0.5, from 0 to 2
ColourWhat the grime tints toward. Mud is dark brown, soot near black, dust a pale grey.dark brown
new patternA different pattern of blotches, specks and streaks, the same amount.

Conditions

One section each. The right panel's Skin conditions tab has one click looks: clean, freckles, moles, rosacea, acne, eczema, vitiligo, sweaty, dirty, worn out and sun kissed. The Generator's Skin conditions padlock rolls mild moles, freckles, acne and rosacea; eczema and vitiligo are only ever set here.

SectionControls
MolesCount (0 to 16), Size, Raised (how far they stand up), Colour, new pattern.
FrecklesDensity, Size, Focus (0 the whole face, 1 the nose and cheeks), Variation (some faint, some dark), Colour, new pattern.
AcneAmount, Size, Redness, Heads (how many carry a pale head), Raised, Focus (1 keeps them to the forehead, cheeks, nose and chin), new pattern.
EczemaCoverage, Patch scale (higher is smaller, more numerous patches), Redness, Scaling (dry pale scale on the patches), Texture (how deep the cracks read), Focus (1 around the eyes and the mouth), new pattern.
RosaceaFlush (how red the cheeks and nose are), Spread, Vessels (fine broken vessels in the flush), Bumps, new pattern.
VitiligoCoverage, Patch scale, Edge softness, Paleness (how completely the pigment is gone), Focus, Colour, new pattern.

Patterns

Patterns paint an animal or fantasy pattern over the skin, by the shader: + pattern adds a layer, up to four. Each layer has a type (Dots, Leopard, Tiger stripes, Zebra stripes, Cow patches, Giraffe, Fish scales or Snake scales), its colours, amount, scale, variation, coverage and edge softness, and can follow the skin's flow lines.

NoteThe pattern of a condition is not saved: a character reloads with the same amounts and a fresh arrangement. The amounts are what you author.
TipKeep the conditions mild. A count of two or three moles and a freckle density under 0.3 read as a person; more reads as a make-up effect.
On a MetaHumanThe skin tools work in the MetaHuman's own UV. A GNM skin goes on as a colour tone over the MetaHuman's own colour map; its surface detail stays the MetaHuman's. A shading group joins this tab with the MetaHuman's own skin, eyes, teeth, lashes and tear line: see MetaHuman Rig and shading.

Common problems

What you seeWhyWhat to do
The skin turned purple or greenHue is far from 0.Bring Hue back within a few degrees.
The face is greasy all overFresnel falloff is low, or roughness is low everywhere.Raise Fresnel falloff toward 5; raise the region roughness.
An imported normal map looks invertedThe map is DirectX.Tick flip green.
A condition covers the whole faceFocus is 0 and the amount is high.Raise Focus and lower the amount.