I think Ken is referring to this thread just for clarification:
Dawn in Reallusion CC3!
Shoot! That's right! I was referring to that other thread, sorry for the crosstalk.
Tbh Ken I can't really see anything new that the Reallusion suite brings then what already exists for content creators when using a suite of apps such as a 3D modeller, Zbrush and DS/Poser. Near realtime PBR previews are already available with DS for example. What do you feel that is in there that will give an advantage to content creators to entice them to the new platform/marketplace? I agree CC3 does look nice though, but I am just trying to add up what really would make both the consumer market and the Content creator market make such a big jump. Sure some of the automated LOD workflow looks good but it is very games content creator specialised.
For starters, I really love the I-ray preview mode in DS, but that's not the same as real-time PBR. In DS we still have to wait for the noise to clear if you want to make animations. I think I-ray does a very good job clearing noise, but it's definitely not real-time. What iClone uses is similar to what we have with Marmoset Toolbag, which also features real-time PBR. There are pros and cons to that, because it's PBR, but it doesn't have all the features. For example, it cannot do things that require raytracing, like mutual reflections of multiple objects in the scene. Each object can reflect the environment, but not each other. This may be compensated with the new RTX generation of nVidia video cards, which claim to be able to perform real-time raytracing, but I think that will be perfected in the next iteration of cards, not in the current.
iClone 6 and 7 have included amazing features not found in Poser/DS, such as (but not limited to):
* native support for SpeedTrees industry standard
* native support for DirectX11 real-time tessellation
* native support for Substance PBR dynamic materials
* real-time PBR visualization (not the same as I-ray previews)
* native support for PopcornFX particles (amazing PBR stuff in real-time!!)
* Support for hands/fingers, facial, and full body mocap with unified plugin architecture
* IK with automatic floor contact detection - massively missed in Poser/DS
* real-tine cloth and hair simulations
Those are some of the things that popped out of my head at the moment that I know Poser/DS don't have, but I wish they did. I could mention real-time physics with both nVidia PhysX and Bullet engine, but Poser also has the built-in Bullet engine, and DS just got it's new physics engine recently, so that doesn't count. Poser supports full body mocap, but not in the same level, and lacks facial and hands capture. Not sure if DS supports it at all. More recently, iClone has included new plugins that can mocap hands and face with dedicated solutions, where both are markerless.
Whether or not a feature may or may not be used to create contents for use in other platforms is a different story. As far as I am concerned, I only use the stuff in iClone itself. At the moment I don't care about exporting to game engines, though I might want to check into that in the future. Until now that has been completely irrelevant to me. I only care for what I can do with all the features in iClone itself.