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ray-mmd's Introduction

Hi there, I am a SDE.

🏢 Job:Graphics, engine, art.

🛠 Favorite languages:C++ and Hlsl.

💬 Good languages: C++、Hlsl、Glsl、Rust、TypeScript、nodejs、C#(Programming without any language limitations)

📫 Reach me via Email: [email protected]

🎨 Side projects:Technical artistGraphics Engine

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ray-mmd's Issues

我想请问光源阴影何时会加入?

有关光源阴影,这很难实现么?现在的效果已经很十分漂亮了,就是光源不会产生阴影有些遗憾。: /

最后十分感谢你所做的!真的很漂亮。

Wetness.....

Adding the Wetness setting to the file where the material setting has been completed will make it yellow and can not set Wetness.
Water can be set without problems.

ray_barbed_wire_wetness

Multi light shadows

Hello,

first of all: Absolutely amazing work on this effect, I really love it. It's fast and it looks very great.
I also like how you added the option to have multiple light sources - now this is where a tiny problem is coming in: only the sun seems to be causing ground shadows:

I've made a demo screensoht below.

shadow_pointlights

As you can see the model in the picture is causing a sun shadow to the left - the light source however should cause anought shadow to the back right. Am I doing something wrong or will this come in the future?

Mono channel speculars

I'm having an issue with custom materials and specular maps
I intended to use a specular map with SSS material, however after leaving only 1 black and white channel on the texture I get an error saying that the map is RGB. how should the texture be saved in order for ray to read it as a mono channel texture? I've tried saving a black and white 8-bit jpg and png but none worked

sphere maps and normal maps

I'm so sorry for spamming you with questions but is it possible to make material normal maps to affect the sphere maps when using main fx with sphere map?

Part of the shadow of the spotlight is not rendered.

[Description]
There is a case that one frame of part of the shadow of the spotlight is not rendered during MMD playback.
The non-rendered portion is a small rectangle.

[Version]
1.3.1 , developing(commit e923b24)

[Steps to reproduce]
1.setup
1)ray.x,skybox(Sky Hemisphere/Template),ray_controller.pmx into the MMD and turn off the anti-aliasing.
2)Add Materials/Programmable/Water/water.pmx to MMD, and select Main.fx in the main section. Use it as a wall.
3)Add any model to MMD, and select Main.fx in the main section.
4)Add SpotLight.pmx to MMD, and select spot_lighting_with_shadow_*.fx in the LightMap section.
2.Set 1000 to the end frame of the Play panel.
3.Click the Play button.
Similarly, you can confirm by setting the mode of physical operation to trace mode and pressing the right cursor key.
spotlightshadow_bug_developing_s

Download archive result empty directories with extension

Hi, Github is under the Git, and github subtree allows to adding any repository from another Git webside as a submodules, such as: https://bitbucket.org/product, https://about.gitlab.com/

I think that would be wasting bandwidth of the Github server, when you download archive from github page. because Github is one of several ways Git servers can manage git projects.

And i think Extension folder is so big for me, For example: Extension/Spectrum/Tools/run.exe, so i need to do to create submodules to manage my project.

  • So, you can clone this project by using git software, such as Github Desktop, TortoiseGit , I often use TortoiseGit to upload my all project, but they are not very friendly to some users.

  • A simply way you can get download link by README.md, just click the each link
    image

Melanin?

Is there a way to enable the use of melanin maps in newer versions of the effect? I've tried defining the MELANIN_MAP in material 2.0 but it didn't change anything

Model remains black even after applying material + main.fx + skybox

Strangely enough, a particular model seems to remain 'black' even with main.fx on and the materials applied in MaterialMap. This model is Bumblebee (https://bowlroll.net/file/149881 - the one in the middle in the picture) while the other two models I show here function normally under the usual circumstances.

In the first picture, all three are using the ClearCoat material. It is to be noted that using other material types results in the same problem for the model in the middle, as seen in the 2nd picture where all three are using the Metallic ~ Flat ingot rough (material_rough_metal) material. 3rd picture shows the affected model's original colours without raycast.

I don't know the reason why the model in question is being this way, but I hope this is something that's fixable.

test
bleh
aaa

Sweat material?

Hello again, it's not an issue but just a question: i'm trying to make a sweat-like material but it never ends up looking believable. Do you have any tips on making it look more like it? I've tried using wetness maps but they look more like they are meant to be used on concrete etc :/

World-space normal map

Is there support for that? If there isn't, is there a way to convert one to tangent-space map?

error in fog effect !

sem titulo
Sorry to bother you again but I have the following problem
I can use lighting very high medium and low.
but fog very high or medium or low does not work
the image error appears
there is a way to solve it ?

SSR

SSR啥时候装上

Hair bug

When I put the ray.x on MMD the hair became neon green (on 1.0.7), black (1.3.1) or white (alpha). I tested on other models and have the same problem.

Cannot use two normal maps anymore because NORMAL_MAP and NORMAL_MAP_SUB are interferring with each other

Enabling NORMAL_MAP_IN_SPHEREMAP causes NORMAL_MAP_SUB to also look into the spheremap instead of using its own designated normal map file.
ray120
Adding NORMAL_MAP_SUB_IN_SPHEREMAP 0 doesn't help either.
This was never an issue in the previous versions (example with v1.1.0):
ray110
Switching their role causes error:
switcherror
Well, I don't really care about the error as long as they can do their job as usual.
Thank you for making an amazing shader!

Bundled textures

I was noticed that your product bundles my textures (++skies; 030).
/skybox/incskies030/texture/skybox.hdr
/skybox/incskies030/texture/skydiff_hdr.dds
/skybox/incskies030/texture/skyspec_hdr.dds

I really would like to thank you for your interest in my textures, however, basically I don't allow anyone to bundle ++skies; textures into their products, in either case the texture is "as-is", or with modification (includes resize, crop, color correction, etc). This is written in ++skies; user's guide, also hosted on github (https://github.com/aokcubcg/inkskies_terms/blob/master/terms.md) but in Japanese.

On the other hand, ++skies; textures can be bundled in your product with my permission.
If you hope so please contact me. I will check your product and say ok if there is no problem.

How to credit your name?

Hello,
Thank you so much for this awesome effect. But how can we credit your name if we used this effect?

修改material.fx文件后出错

请问用记事本修改material.fx文件并保存后总是会出现这种错误是为什么?
image
不管修改什么,甚至是单纯的重新点一下保存也会这样,难道是不应该用记事本修改?

关于光影

tim 20171210140000
tim 20171210135931
场景是一个比较暗的然后有部分要发光,在controller调试到满意的效果后拉回camera就全黑了……是什么mme的设置问题吗?
还有一个问题就是人物放进去之后白色布料和皮肤都发光发得看上去很不自然……就像这样
tim 20171210140350
所有设置都在这里。麻烦解答啦!
_meitu_0
最后还有个小问题,ray大的群验证问题是什么意思呀……b站地址是指?试了下bilibili.tv被拒绝啦;w;

求解

为什么我做出的LED屏幕想将图片放上去出现确是黑色的啊

HELP me please! problem with a green flter when lightmap is applied

sem titulo

I used ray cast for a while one day suddenly everything started to turn green
I already tried using all skybox but the problem does not go away
I already changed versions of ray cast and mmd but it did not work
I know the problem is with the lightmap everything works normally until I apply the light map
and everything turns green suddenly
and I've tried everything to solve it, but I could not the problem persists even when rendering
please help me

For Emissive Intensity settings

In setting of EmissiveIntensity, it seems the decimal point are truncated.
Setting of the decimal point is, because it was frequently used in the now of implementation, troubled.
From 1.31, or is to change the implementation will there is a reason.

Discoloration occurs when Emissive and translucent material overlap

[Desctiption]
When semi-transparent material and Emissive light emission overlap, an event that the display part discolors appears.
This is caused by the material of the model and when setting Transparent, ClearCoat in Material setting.

[Steps]
Translucent material and Emissive

  1. Make material setting including Emissive in model
  2. Overlay with translucent material

Transparent, ClearCoat and Emissive

  1. Material setting of Transparent or ClearCoat
  2. Overlay displaying Materials with Emissive settings

Check the display status with the attached file.

model settings views
Ray_Hizamaru_Issue_01.zip

About Extension's SubModules

Extension's SubModules will not be inculuded in the ray-mmd package? Developing Zip file does not contain the updated SubModules. Is SubModules an understanding that you should DL as much as you need?

Alpha Channels

It's not an issue per-se but I was wondering what's wrong with the alpha channels on layered parts with alpha, like hair. The effect itself is the best one I've ever used, though it's sad that the alpha channels don't work as expected. Will this be fixed in the future?
This is how the raw model looks:
2
And this is how it looks with the effect applied:
1
I'm using the hair material and main_ex.fx

DirectX error

After a while, I've tried loading ray again and got that error, do you know what could it be? I never got that one before capture

Unable to render

Hello, I've encountered a problem while rendering a video while using my custom materials. How can i fix that? Or is my PC too weak? capture

期待

期待大神写的简单点。。

How Can I Do Toon?

Hi It's not a issue but I need to know that sorry for disturb how can I do toon with raymmd like

Black screen when post-process sharpen is disabled

Since post-process sharpen was added, loading the effect with sharpening disabled results in a black screen - only the model's bones are visible. When it is enabled, the effect functions as usual.
Post-process sharpen is disabled...
...and enabled.
The issue has existed since commit d625d63992c477924835d068d61c6f8278fab482. I was able to work around the issue by defining POSTPROCESS_SHARPEN as 1 when it was removed from the config, but a recent commit removed parts of ray.fx that enabled sharpening entirely.

I'm running 64-bit MMD on Windows 7 with a Radeon HD5550 graphics card.

Low self-shadow resolution

Hello, I was setting up a scene when I noticed the self shadow looking rather strange. Is it issue with my hardware or am I doing something wrong and is there a way for me to get this thing fixed? image

Normal Map animation for water?

Hello, is it possible to use gif animated normal maps to simulate water effect?
Or maybe there's some other way to make water-like effect?

Colored specular maps

Hello, I've been trying to get the specular maps to work, but i haven't been able to get them reflect the color they should, they all reflect the environment color or not even reflect anything at all

ID3DXEffectCompiler: Compilation Failed

I've updated to ray-mmd 1.2.0 today and as soon as i load the skylighting_hdr.fx on the skydome MMD either crashes or shows this error dialog. How do I fix it?
1

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