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Mmd raycast fog
Mmd raycast fog












mmd raycast fog

Ideally I'd then group all of these sliders into a global new one, called something like "Ra圜ast Optimization". What I'm doing on my new models (not only my WIP C6V3, but any recent model I'm working on) is providing them of global material sliders useful to remove these unwanted interferences. As far as I've seen, the most conflicting settings are the ones concerning the ambient lighting, the toon shaders, the specular settings and the sphere/sparkle textures. So, what I was wondering about, is how the standard material settings (I mean the ones that can conflict with the ray-tracing environment) can be zeroed without need to open the models in PMX editor and manually change the default values. But as many MMD artist just use the basic features of these environments, what often happens is that the standard material setting are conflicting with lights, which will cause unwanted reflections, hair or cloth seeming like made in glossy plastic, eyes reflecting lights as if they had a full white autoluminous effect on, and so on. More they also allow to take control of the subsets of materials, applying custom normal maps and reflections, overriding the original settings. But the number of MMD artists that use these advanced tools is increasing more and more.Īs far as I've seen and read these environments take full control over the lighting, and so the shading and the drawing of shadows. yes maybe most of MMDers won't use hard (and real) lighting/raytracing environments and they'll just go on using their favorite shaders. reading those tutorials I started being persuaded that the recently increasing popularity of Lighting environments like Ra圜ast MMD, IK polish and others, makes the need to provide models with some extra sliders other that the usual ones.

mmd raycast fog mmd raycast fog

Many models have their own sliders/facial to control some materials settings, for example in order to change some colors, to increase or decrease the reflections on some parts, and so on. Some months ago when I was still working on my previous C6V2 base, I've read some articles and tutorials, mostly written by Trackdancer, DisastrousBunny and vasilnatalie or found on, all about the various settings involving the model's materials, and accessible from the Materials Tab in PMXEditor. Usable for both raytracers and for common uses with other classic shaders














Mmd raycast fog