Parameter Reference

Three panels, three tables: the Reallusion Rigger node (in SOPs), the Reallusion Rigger APEX Rig node (the rig), and the lookdev controller (a red node in LOPs, created by Build Character and reached with Go to LOPs). Labels are exactly as they appear on the node.

Reallusion Rigger

Top of the node

Parameter What it does
Import Which Character Creator export format to import: USD or FBX.
Import Modes Opens the USD vs FBX documentation page.
FBX File The Character Creator 5 / iClone 8 FBX export to import. Textures and material data are read from alongside it.
USD File The .usd from Character Creator's Export USD (Omniverse). Keep the Materials folder beside it as exported.

Character ▸ Build

Parameter What it does
Build Character Imports the character and builds the materials, displacement and lookdev controller, plus the rig when Build APEX Rig is on. Safe to re-run: lookdev values are kept and an existing rig is left as it is.
Build APEX Rig Also builds the rig, as its own node below this one. Never rebuilds or deletes an existing rig. Off: the importer on its own.
Build Facial Rig Also builds the facial rig. Off gives a faster, lighter body-only rig with a neutral face.
Load Expression Presets Loads about 300 Character Creator face poses into the Animation Catalog during the build.
Load Hand Poses Loads Character Creator's 71 hand gestures into the Animation Catalog during the build.
Stash Rig Stores the built and baked rig inside the rig node so a reopened scene loads in seconds.
Set Frame Range to Animation Sets the scene's frame range to the character's animation before the rig is built.

Character ▸ Build ▸ Render

Parameter What it does
Build In Which LOP network Build Character builds into. Defaults to /stage. Change it before building.
Create Render Setup Also builds a 3-point light rig, a bust-framed camera and a Karma XPU render settings node.
Go to LOPs Jumps to the LOP network and frames the lookdev controller.

Character ▸ Skin-Fix

Parameter What it does
Create Skin-Fix Setup Creates (or jumps to) the Skin Fix subnetwork, for mesh intersections such as clothing poking through the body.
Use Skin-Fix Mesh Switches the character onto the edited mesh. Off by default; safe to toggle any time.

Character ▸ Fix Broken Blendshape

Parameter What it does
Broken Elements Elements that skip the blendshapes and follow the nearest face or body geometry, picked by their @name.
Fix Broken Blendshape Does the bypassing. Only available once an element is picked.
Radius Point Deform radius for the bypassed elements.

Utilities

Parameter What it does
Clear Scene Cache Flushes Houdini's geometry cache to reclaim RAM.
CC Export Settings A reminder of the Character Creator export settings for the current import mode.
Links Opens jvtools.dev.
Gumroad, Documentation, Discord, Youtube Open the product page, the documentation, the community Discord and the YouTube channel.
Current Version The installed version. A notice appears beside it when a newer one is available.

Reallusion Rigger APEX Rig

Top rows

Parameter What it does
Animate Enters the APEX animate state on the rig, to pose and key the character in the viewport.
Exit Animate State Back to the normal view.
Layers (the row) Add Rest Pose Layer, Clear Body Keys, Clear Face Keys, Revert to Clip and Show Face Keys, in that order.
Add Rest Pose Layer Adds an override layer, RestPose, holding every body and face channel at rest. It becomes the active layer.
Clear Body Keys Removes the body animation of the active layer. One undo step.
Clear Face Keys The same for the face.
Revert to Clip Puts BaseAnimation back to the clip as baked: Body, Face or Both.
Show Face Keys Lists the face channels with keys on the active layer in the Animation Editor.
Reload Catalog Poses Puts this character's expression and hand poses back in the Animation Catalog.

Viewport

Parameter What it does
Viewport Materials The textured character in the SOP viewport. Off is plain grey.
Textured Which material groups draw textured: Body, Eyes, Teeth, Clothing & Accessories.
Hair Off, Opaque Cards or Transparent Cards.

Rig Settings

Parameter What it does
Hair Follows Head Only On: every hair mesh follows the head only. Off: Character Creator's own skinning.
Stash Rig On: the built and baked rig is stored. Off: it is dropped and rebuilt live.
Stash In Inside the Hip or External File. Changing it writes nothing.
Geometry File The file Save to Disk writes the rig to and the rig reads from.
Save to Disk Writes the rig and its baked clips to files and reads them from there.

Motion Clips

Parameter What it does
Play Clip The clip the rig plays: the character's own, or a baked clip file. The playback range follows.
Clip # An animation clip file to bake onto the rig.
Frames / to First and last frame of the clip to bake (0 means from the start / to the end).
Start / End Reset the start or end frame to the clip's own.
Update Motion Clips Bakes the listed clips onto the rig without rebuilding it.
Clear Motion Clips Empties the list and updates in one step. Asks first.

Face Tools ▸ Face Key Muscle

Parameter What it does
Open Face Key Muscle Opens the Face Key Muscle pane, Character Creator's Muscle mode for this character: a drawing of the face with its regions.
Record Records the picked regions over time as keys, on a FaceKeyMuscle layer.
Preview Tries the picked regions with the mouse, without recording.

Face Tools ▸ Face Key Muscle ▸ Face Key Muscle Settings

Parameter What it does
Symmetric A picked region brings its other side along.
Key Which channels a drag keys at the frame: Moved Channels or Whole Face.
Ease In Frames before the current frame over which each edit fades in.
Ease Out Frames after the current frame over which each edit fades out. Follows Ease In until you set it.
Expressiveness How far a drag can push a shape: 1 is Character Creator's full shape, 2 twice that.
Drag Range Pixels of drag on the drawing for a full shape. Lower is more sensitive.

Face Tools ▸ Face Puppet

Parameter What it does
Record Records a Face Puppet take as keys.
Preview Tries a Face Puppet profile with the mouse, without recording.

Face Tools ▸ Recording Settings

Parameter What it does
Record Mode Replace or Blend: what a take, from either Record, does to the animation already there.
Record to New Layer Puts each take on an animation layer of its own. On by default.
Preroll Seconds counted down before a take starts.
Record Speed How fast the playbar runs while recording. 1 is real time.
Mouse Range Pixels of mouse travel for a full deflection of the pad (a full shape on a Face Key Muscle take).
Smoothing Frames of smoothing on the recorded mouse path.
Return to Start Puts the playhead back where the take started.
Show Controls While Recording Keeps the rig's controls drawn while a take plays.

Auto Animation

Parameter What it does
Profile (Auto Blink) Normal, Nervous, Speechless, Charming or Child.
Clip Blinks Keep or Replace the blinks already in the animation.
Seed A different pattern of blinks with the same profile.
Frame Range The frames to blink over. Follows the playback range until you type your own.
Add Auto Blink Keys blinks onto a layer of their own.
Profile (Auto Breathe) Calm, Normal, Heavy or Sleeping.
Depth How deep the breaths are. 1 is the profile as it comes.
Seed A different rhythm with the same profile.
Frame Range The frames to breathe over.
Add Auto Breathe Keys breaths onto an additive layer of its own.

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 Rigger 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.
Light Setup Switches the light rig built by Create Render Setup between Cinematic (warm, moody key) and Neutral (flat, even). Only affects that rig.
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.
Lightness Lifts the brightness of the whole eye, applied after the iris tint, limbus and sclera. 1 = unchanged; above 1 brightens (slider to 5, accepts higher); below 1 darkens. Raise this when a dark iris won't take a tint. Both import modes.

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 Lightness Lifts the brows' brightness. 1 = unchanged; slider to 20, accepts higher. Applies at any tint amount, including 0. CC's brow maps are near-black, so raise this first or a tint reads as doing nothing — 6–14 is the usual working range.
Brow Tint Color / Brow Tint Amount Re-tint the eyebrows, keeping strand detail. Amount 0 by default. Use to match brows to dyed hair. Note brows also run through the scalp re-dye, so Custom mode reaches them and these controls layer on top.

Facial Hair (sub-folder)

Beards, moustaches and sideburns. Decoupled from the scalp hair — the Hair color controls above do not touch them. See Hair.

Parameter Description
Facial Hair Lightness Lifts the beard's brightness. 1 = unchanged; slider to 20, accepts higher. Applies at any tint amount, including 0 — this alone greys or lightens a beard. Blows out from around 4x.
Facial Hair Tint Color / Facial Hair Tint Amount Re-tint facial hair, keeping strand detail. Amount 0 by default. CC names every piece Beard1, Beard2 and so on, so moustaches, sideburns and soul patches all follow these.