Allow a different texture assignment for the back faces of the mesh.
Most other 3D applications allow you to assign a separate texture to the back faces of mesh geometry — one way or another.
See the attached .gif of a robe simulated in Blender: it uses a single material with dual textures for the inner and outer parts of the mesh. Such a result cannot be achieved in iClone or Character Creator.
With Reallusion products, if an asset has visible back faces that require separate texturing, we are directed to use a double mesh with a separate material. This might be acceptable for simple assets (although it is never ideal to complicate a design with unnecessary extra geometry).
However, for garments such as loose jackets, coats, cloaks, or robes — where soft-cloth simulation is essential— it is practically impossible to texture visible back faces differently from the front. A thick (double) mesh complicates the design, clutters the geometry, hurts simulation performance, and practically does not work because faces inevitably intersect during simulation. Hiding back faces by disabling the 2-sided feature in the material properties does not help much either, as intersecting faces can still become visible with heavy mesh folding.
It is time for Reallusion to implement a solution that allows separate texture assignment for front and back faces, so that assets mentioned above can have professional appearance.