γγThe aim of the project is to create a physically-based rendering at MMD.
- Ray-MMD 1.2.0 - Source code (zip) (updated: 24. Jan 2017)
- Ray-MMD 1.2.0 - Source code (tar.gz) (updated: 24. Jan 2017)
- Latest changes - Major allocator changes (1. Jan 2017):
- Added SMAA (20. Dec 2016)
- Added SSDO (20. Dec 2016)
- Added Skybox Background Blur (20. Dec 2016)
- Added Color Temperature for White Balance (1. Jan 2017)
- Material description can now be used with ShadingMaterialID (20. Dec 2016)
- MikuMikuDance - 926ver and above (Without Anti-Aliasing)
- MikuMikuEffect - 037ver and above
- Direct3D 9 With Shader Model 3.0 (ps_3_0)
- Physically-Based Material
- Multiple Light Source
- Image Based Lighting
- Scene Space Reflection
- Screen Space Ambient Occlusition
- Screen Space Subsurface Scattering
- Color Balance PostProcess
- HDR PostProcess
- Bloom PostProcess
- FXAA
- SMAA
- HDRi
- Text editor
- Chinese Pages [link].
- Reach me via Twitter: @Rui.
Copyright (C) 2016-2017 Ray-MMD Developers. All rights reserved.
https://github.com/ray-cast/ray-mmd
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- Moving to the Next Generation - The Rendering Technology of Ryse [link].
- ACES Filmic Tone Mapping Curve [link].
- Compact Normal Storage for small G-Buffers [link].
- Convert Blinn-Phong to Beckmann distribution [link].
- Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel [link].
- Physically Based Area Lights [link].
- Physics and Math of Shading [link].
- Compact YCoCg Frame Buffer for small IBL-Buffer [link].
- RGBM color encoding [link].
- Horizon Occlusion for IBL [link].
- Screen space glossy reflections [link].
- Parallax Occlusion Map [link].
- Convert Temperature to RGB [link].
- Texture repetition [link].