Previous thread : >>2996522>Guides & ResourcesPastebin: https://rentry.org/MMD4Chan>Videoshttps://www.iwara.tvhttps://www.nicovideo.jphttp://video.fc2.com>Modelshttps://mmda.booru.orghttps://bowlroll.nethttps://3d.nicovideo.jphttps://seiga.nicovideo.jphttps://rentry.org/masterposthttps://rentry.org/MMDPrem>Search termsMMD, mikumikudance, R-18, 紳士の社交場, 紳士向けMMDモデル配布あり, MMDステージ配布あり , MMDアクセサリ配布ありMMDモーション配布あり, MMDカメラ配布あり, MMDエフェクト配布あり>3DCGPastebin & Catalog: https://rentry.org/3DCG4Chan
anyone have this model?https://aci.booth.pm/items/7297887
What's a good effect to get that bright "glasses flare" thing? Ideally dependent on camera angle. (forgot mah pic)
>>3015288a) An appropriate additive sphere. You'll need one that's brighter on the edges and darker toward the center, but it should be pretty bright overall, directly proportional to the transparency of the lens texture.b) AutoLuminous can give you a glare, depending on the above material properties, but it will apply to everything, so you'll need an instance with reduced strength, where the lens is not an AL_object in AL_EmitterRT or has been made to shine (null specular values, reflectivity over 105).c) A PBR system with high material reflectivity (ClearCoat/Metallic) and texture opacity, preferably still using sphere maps (for Ray-MMD, main_ex_with_sphmap.fx), but it will reflect your skybox, which may not be desirable.>>3015283Another reason to start using MikuMikuMoving with its motion layers.
>>3015597>Another reason to start using MikuMikuMovingif only it worked on wine...
checking quappael's twitter shown me a render he retweet it, said render uses another program called mikumikudayo. seems to be a fork of sortsgithub.com/pennennennennennenem/MikuMikuDayo
anyone have these models?https://www.aplaybox.com/details/model/fIi6SjnlM3wshttps://www.aplaybox.com/details/model/NB20jIGo5zYQhttps://www.aplaybox.com/details/model/qdVKEcwZlGnm
>>3015597thanks, I got it with the SPA, had never really worked with those before...I decided AL needed too much manual fiddling (with a REF+ morph) in regards to the camera angles... Also in main_ex_with_sphmap.fx I changed alphaThreshold to 0.5 to make it work with some transparency, and matCapScale to 1.5 to make it a little stronger.