Skin, eyes and deformation
RTXCR skin scattering has separate controls for diffuse normal detail and the reflection frame. Eyes need consistent handling of the cornea, wet layers and occlusion geometry. When those parts detach during animation, the investigation moves to the complete skeleton and imported skin palettes: a shader adjustment cannot repair an incorrect joint mapping.
Hair and reference matching in Character Studio
Character Studio supports card-to-strand conversion, groom editing and guide-based hair physics. Fine strand coverage and temporal reconstruction remain active problems, so I keep failed tests alongside the better results. Reference matching uses the real character, its textures and editable lighting parameters, with checkpoints for comparison and rollback; it does not replace the rendered character with a generated image.