I think if you just started to learn Clarisse iFX like me you’ll find this helpful.
These are mostly general not project specific things.
There are a few things you may want change in the Preferences
- Application/General: Temp Folder
- Application/Project: Content Directory
- Application/Project: Autosave After Idle
- Application/Project: Force Autosave After
- Application/Project: Keep Autosave When Quitting
- Application/Units (here you can change the default units)
- Application/Alembic: Instance Detection
- Application/User Interface: File Browser
Camera and Image
- If you want to “exit” from a specific camera just click the eye icon, select nothing a click Apply. 🙂 In general this is the Clarisse way to unlink/unconnect anything in the software. 🙂
- After you imported a camera (alembic) you may have to change the Image resolution to get exact match with what you saw in your original application (Maya, Houdini etc.)
The default is 16:9 ratio at 1280×720 resolution which is not necessary what you need.
- An Image (Image Gallery) contains all the layers (Layer Editor).
You can add Filters to each layer (color corrections, Optix Denoiser etc.).
- You have to select an Image than you can add the AOVs.
Textures, Displacement and Shading
- As in all software you have to set the Color Space correctly for each Map File:
Turn on the Use Raw Data for every non surface color like texture map (Roughness, Metalness/Metallic, Normal, Bump, Displacement, masks etc.).
For Diffuse, Base Color/Albedo, Specular Color (usually for standard shader) use the default sRGB. Of course if you have tx files the used Color Space depends how you converted the tx files originally.
- For grayscale (one channel not rgb) textures you have to turn on the Force Luminance option at the Evaluation/Single Channel File Behavior. Usually you have a lot of textures that are grayscale not rgb.
- Unfortunately the new Disney Principled shader currently does not have a backlight (to mimic translucency) feature. So in many cases you can’t use it for leaves or similar objects (use the Standard shader).
- When you import a obj (which can generate the shader tree based on the textures you have) the generated shader tree contains a TextureBumpMap node instead a TextureNormalMap node.
You have to replace them manually (or write a script :)).
I used Speed Tree assets (exported in obj) where this happened every time.
You can find good Clarisse iFX tutorials at the Isotropix website.