Happy birthday to my beloved imouto, Megurine Luka!!
It is Luka's anniversary again, so I have updated this model! Her earrings now have simple bones and physics, her shoes now follow a leg bone that they didn't follow before, and her elbow issue has been fixed in both arms! I hope you enjoy this update, and thank you for the 206 downloads of the original version!
I've officially had it with the modeling community at this point. Once again, models of mine have been stolen and reuploaded without credit, with my original rules taken out, and without permission. I'm sick of this, because it has happened more than once now.
Check out MEGAcollector's art on DeviantArt. Browse the user profile and get inspired.
The above user is compiling multiple "new" downloads for various mmd models, my Montecore edits being among them, in a similar fashion to how LyraLaney would. Is this Lyra? Not sure, don't really give a shit if it is.
Everyone, please go through their gallery. If you find any of your works re-uploaded, report immediately. Do not comment, either, as the wonderful Winx model creator called them out and was given absolute disrespect as a result.
Due to this mass rule breaking, I'm done. I'm removing my model downloads permanently. I will not give people like this the opportunity to re-upload my work as if they have a right to distribute it against my will. Not only are the deviations themselves being deleted, I will be deleting the downloads at the source. NO ONE will get the models I worked hard on ever again. People like this have ruined that chance.
Now, I admit. I rule break. But at least when I DO rule break, I keep it for a personal model that is never given out to anyone. I may break the editing rule here and there, but never would I cross the line into re-uploading or even distributing such content. As such, don't expect to see mmd content on my dA ever again. That will be solely for my tumblr. I will not associate with the bullshit MMDC drama and content theft that's taken over this hellsite.
A DMCA has been filed regarding my models with proof that I had created the models and uploaded them first. This marks the second time someone had reuploaded my Montecore Miku without my consent, and the first time someone reuploaded my Montecore Rin. Prior to this new event, my 90s Aesthetic Gumi and Gumi Redesign models were reuploaded to Aplaybox. I'm not going through having to report over and over and over again.
Also a bit of a sidenote, the Montecore Rin pack I specifically did NOT include a nude model becuase she's a minor. MEGACollector not only reuploaded my model pack of both Miku and Rin, but they also edited Rin's swimsuit model into a nude model that WAS NEVER PART OF THE ORIGINAL MODEL PACK AND WAS NOT SOMETHING I WAS ALLOWING TO BE DONE.
MY MIKU PACK (Original source, although I have since removed the download):
MY RIN PACK (Original source, although I have since removed the download):
This is just a small portion of the models that MEGACollector has stolen. They have stolen both edits and official models and reuploaded them without permission.
Those of you who have had their models and model edits reuploaded, I have sent you private notes if I found any of your models. I also sent warnings to those who have been stolen from during the prior LyraLaney situation just to make you aware of the situation.
Might aswell post it here, i currently have model slots open in case anyone's interested~ Feel free to contact me on twitter at @HeeyeonX2 and to read my TOS as well as look at my portfolio available at https://heeyeonx2.carrd.co
The following tutorial is an English translation of the original one in Japanese by ngreeed. (WARNING: the website is NSFW)
Letâs get started? If you just landed on this tutorial for advanced MMDers and is wondering what the hell is going on, there are beginner Raycast tutorials in Learn MMD! Also, if you feel like reading more about rendering tips, I suggest taking a look at my other tutorial: advanced MMD rendering tutorial (and why you should care).
Content Index:
Introduction
Lighting: introduction
Lighting: basics
Fog
Other Tips
Final Notes
Introduction to Lighting Content Index:
Directional Light
Rectangle Light
Sphere Light
Point Light
Spot Light
Spot Light IES
Disk Light
Tube Light
Basics of Lighting Content Index:
Ambient
Shadow
Fog
IES
LED
IBL
GIF
Fog Content Index:
Atmospheric Fog
Ground Fog
Volumetric Cube And Sphere
1. INTRODUCTION
This compilation was brought together by the MMD community and contemplates ngreeedâs own experiences with fog and lighting usages. Every picture shown in this translation can be found in the original documentations on Iwara and GitHub.
It was translated from Japanese to English by ryuu with written permission from the author to share it on my blog and add information. The translation was done with the aid of the online translator DeepL and my friendsâ help. This tutorial has no intention in replacing the original authorâs.
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2. LIGHTING: INTRODUCTION
By learning lighting, youâll have more freedom in directing your videos, but itâs only for those who are confident that they understand how to use Ray-mmd, because itâs a pre-requisite and an additional part of understanding how to use skybox and materials. If youâre unsure about the other two items, start by reading this wiki.
Originally, surface lights in a 3DCG software are characterized by their ability to create soft shadows, but the surface lights used in Ray-MMD are very difficult to handle and donât provide much benefit, so we recommend using point lights or directional lights.
Translatorâs note: for those wondering what lights are available in Raycast, thereâs a translation below of the wikiâs list.
2.1 Directional Light
Directional light simulates lighting hitting an object from an infinite distance. The angle of each ray reaching the object is negligible and the rays will always be parallel to each other, so it is also called sunlight.
Directional light doesnât take into account the coordinates of the light source and wonât affect the lighting effect when placed in any position of the scene. Only the rotation will affect the lighting, because of the nature of directional light requires shading calculations for the whole scene.
Therefore its computational overhead is the largest among all multi-source shadows, and its shadow quality is only suitable for lighting characters at very high quality, which you may use when you want to attach a bone to the main light source.
2.2 Rectangle Light
The light source will shine from a plane towards a fixed range. Itâs used to simulate monitors, screens, smartphones, etc.
Since the light source of the area light needs to consider the volume of the light source, the real calculation of its shadow in real time is very difficult to do. Itâs recommended to use spot light shadow instead.
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2.3 Sphere Light
The light is emitted from the location of the light source to the surrounding area and the volume of the light source is taken into account to illuminate all the objects within the range.
Since the light source of the area light needs to consider the volume of the light source, the real calculation of its shadow in real time is very difficult to do, so the point light source shadow is used instead.
2.4 Point Light
Light source from a point, uniformly emitting light to the surrounding area, all objects within the range of light.
The point light source needs to calculate the shadows of objects within the range and will lead to a large shadow calculation overhead, while its shadow quality isnât suitable for character lighting.
2.5 Spot Light
Spotlight dosnât take into account the volume of the light source from a point, in a fixed direction to a certain range of cone angle irradiation object. The brightness of the edges of the ball will gradually fade and the angle of the ball can be controlled by the (Angle +/-) morph.
Itâs used to simulate lampshade, flashlight and a car high beam. The quality of shadows is the best of all light sources, so itâs very suitable for irradiating the character on the simulation of stage lighting.
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2.6 Spot Light IES
Sampling IES textures simultaneously on the behavior of the spotlight.
IES defines the luminous flux of its light at different angles, so that certain areas will be brighter or darker, thus simulating light coming through certain places and shining around the scene.
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2.7 Disk Light
The light source will be irradiated from a plane object towards a fixed range. Itâs used to simulate light from afar, because the light source of the area light needs to consider the volume of the light source.
The calculation of its shadow in real time is very difficult to do, so use spotlight shadow instead.
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2.8 Tube Light
Uniform illumination of the surrounding objects. Itâs used to simulate the light source of a lamp, because the light source of the area light needs to consider its volume
The calculation of its shadow in real time is very difficult to do, so use a point light source shadow instead.
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3. LIGHTING: BASICS
Before explaining the parameters, let's start with an explanation of how to use the Lighting folder.
In the Lighting folder of ray-mmd, there are 10 different .pmx's to load into the MMD and their respective folders. Basically, the MME of the light will assign the .pmx's in the Default (Ambient/LED/GIF/IBL) folder of the respective light folder to the lightâs .fx.
.....lightning.... .fx is assigned to the LightMap tab of MME, and ...fog... .fx is assigned to the FogMap tab of MME.
Translatorâs note: a fog .fx can be assigned to LightMap, but itâll produce only fog.
Once you know this, you can play around with the lights and learn what you can do with them.
This spreadsheet shows the parameters and .fx available for each light, along with a brief explanation. The explanation of the terms is pretty much a translation.
3.1 Ambient
Reference: twitter.com
Assign the .fx in the Default Ambient folder to the LightMap to create a light without reflections or highlights when a material with high parameters such as Specular is lit. It is good to use it when loading multiple lights.
DirectionalLight is located in the Default folder, not in the DefaultAmbient folder.Â
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3.2 Shadow
There are four types of shadow: low, medium, high and very high. If you assign it, when light (or fog) hits the model, it wonât shine on the model beyond it. Rather than increasing the shadow, itâll stop when the light hits the model. In other words, it isnât attached to the initial light, the light will be brightened nonetheless.
Default spot light.
The same spot light with shadow (very high).
3.3 Fog
When fog is loaded, light streaks are created at the location of the light emitted by the light. There are also special parameters called MiePhase and MieDensity, but be aware that other parameters arenât isolated. The godray may or may not be displayed depending on the angle and position of the camera. So be careful.
Godray representation using volumetric fog and disk light.
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3.4 IES
Reference: unrealengine.com
Simply put, itâs a light which displays the distortion caused by the reflective surface of the lighting fixture, the shape of the bulb, and the lens effect.
It can express a light closer to the one you have at home than a straight spot light like the ones used on stage. You can think of it as basically spot light with just a little distortion in the shape of the light. A point light IES is also spot light.
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3.5 LED
Reference: twitter.com
The light source itself is the same as rectangle light, but it can display AVI images or screen images.
In order to display images on the LED light source, load DummyScreen.x in the Extension folder and set the Background (B) in the upper left corner of MMD to ON mode. You can also load the background AVI and change the mode to display any image.
If you just want to display the image, you can set the material of your favorite model to material_screen, but you can use the LED as a light source for the image.
Translatorâs note: in practice, it looks like this. In a more straight forward way to explain this, load the LED light and add main.fx to it. Then, load the dummy and select any AVI file or just enable the capture mode. The LED will start capturing the screen and emit light. You can play with the RBG sliders and all. I added a volumetric cube for the dark room effect and Sugiura-san for you to see how the panel behaves. Whenever thereâs a change in the captured screen, the light behaves accordingly i.e. a red screen emits red light; a mostly white screen with green details emits white-ish.
3.6 IBL
This and the GIF sections were writen by the translator, ryuu, as the original author requested information about it.
IBL stands for Image Based Lighting, which is what Raycast does! The image is projected into a sphere and it samples the data to light the objects. All of the skyboxes we use have images in the .dds format for easier rendering.
According to the spreadsheet, the only light capable of using IBL is sphere. To activate it, head to the Default IBL folder instead of the default one that opens when loading light properties. Youâll notice the sphere reacts with weaker lighting, you have to increase the intensity.
The following images are color tests with sphere IBL. The most visible differences are in how RG and RBG react: they produce shades of red and yellow, then white and pink respectively.
Now with disabled IBL, this making the sphere another common light. The default is very strong compared to IBL, Zhao-san handâs shadow is even huge on the door behind him.
The .dds used was the default one in the Default IBL folder. I havenât experimented with a different one yet, plus I believe it isnât any .dds image thatâll work there. If we follow the logic of how custom skydomes are created, a HDR image is needed and you have to âcraftâ them.
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3.7 GIF
A rectangle light can load .gif images and project them on their light, Just load the .fx inside the Default GIF folder to activate it. The default GIF is the following. However, when loaded as light, it doesnât animate and has some distortions on the edges.
For now, the only advantage I see in using a GIF light is to mimic a projector effect at the cinema. You can use custom images by renaming the default one to rance1 and the new one to rance.
The projectionâs size depends on the rectangleâs, so a small rectangle will show a small GIF. Also, keep in mind that the projection is a mirror of the original image.
4. FOG
The fog can be used to create realistic perspective, smoke, and air, and it can also be used in conjunction with fog lights to change the atmosphere. Itâs important to note that when the fog is loaded, itâs rarely displayed in Model Edit mode, so be sure to check it in Camera mode. In this case, you may need to tweak the model display order a little to get it to show up.
There are four types of fogs: atmospheric fog, ground fog, volumetric cube and volumetric sphere.
4.1 Atmospheric Fog
If you don't know what you're doing, but want to use a fog, just load this to get a sense of perspective (or rather, fading in the distance). So if you have a stage that extends far into the distance, you can use this to get a certain atmosphere.
Also, only the atmospheric fog has multiple fog maps, which can be found in the AtmosphericFog folder with a godray .fx file. You can apply godray to the lighting (sunlight) in MMD and, by assigning a fog map with ...without sky... .fx, you can disable the fog effect on the skybox.
You can also disable the fog effect for skyboxes by assigning a fog map with ...without sky.... .fx.
The number of parameters is overwhelming and difficult to adjust, but it may be easier if you think that the parameters with Mie are related to the lighting (sunlight) in MMD.
Without fog.
With atmospheric fog and changed density and range values. The farther away the image is, the lower the saturation and lightness become. The perspective is clearer. Itâs rare to see much difference, but the atmosphere changes quite a bit with and without the atmospheric fog.
4.2 Ground Fog
When loaded, the fog is displayed based on the ground, and its color and height can be adjusted using morphs. The number of adjustable parameters is small, but if you adjust them, you can use it in the same way as the ground-based atmospheric fog.
Without ground fog.
With ground fog.
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4.3 Volumetric Cube And Sphere
Unlike the other fogs, these two are only loaded and not applied to the entire room. At first, they only appear small at the foot of the screen and need to be resized to fit the room. By the way, they are basically the same, just round or square. The advantage is that it can be assigned to a limited space only.
Without light.
With light.
With light and volumetric fog. It might be good for a dusty atmosphere in a closed room.
5. OTHER TIPS
If you feel that your PC can't handle it, you can lower the shadow to low and get by.
The skybox time of day can be used as a second atmospheric fog which is easy to handle since it is built into the skybox. If you turn off EnvLightMap, Main and MaterialMap, it won't interfere with other skyboxes. It's pretty easy to use, but not for everyone.
Turn on Bokeh (DOF effect of Ray-MMD) and pull the MeasureMode morph of ray-controller to the right to bring the ray.x accessory into focus.
It's a good idea to set the SSAOMap of eyes and face to 0.
6. FINAL NOTES
Stages shown in this tutorial: P.T by G_Wuuuuu, warehouse by hiro K, skyscrapper by ćèș«ăăŹăăż and abandoned city by NOB.
Models by SEGA.
I tried to keep the translation as faithful as possible to the original documentation. Thank you, ngreeed, for allowing me to share your tutorial with non-Japanese speakers.Â
Also, I absorbed many knowledge from this tutorial and rendered a new image using the improved technique. Only the sphere light had fog. The colors were applied after adjusting all the lights in their black and white counterpart. Retouched in GIMP.
"A curious kitten, who can be found pondering and questioning the wonders of the world, and all its secrets. Their eyes always gazing up at the sky (often trips over stuff because of it) always sure to keep an eye out for a shooting star or even a UFO (dreams one day to meet an alien). An open minded soul , ready to hear anyone out about their thoughts and theories (and course sharing some of their own as well) Best friends with Celeste, loves to hear stories and facts about the stars, and loves to add more to their ever growing collection of space/star theme items in their home. Twinkle's favorite hobby is combing the beach for star shards after a big shower. They can be found sleeping in a lawn chair at the beach the night after a star shower."
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Made an Animal Crossing Custom Villager then tried to make fake amiibo camp cutscene and oof
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âšCreditâš
âAnimal crossing Village Cat (used here as a base)- Nintendo/Sab64/Ziella (downloaded from DeviantArt)
âTexture Edit - me (obviously)
âOutfit Texture Inspired from CharSlu (Night Sky Dress)
âStars,Halo, Star Halo- MonoCereal/Moyonote (on DA)
âUFO and Alien Doll- Kawaii-Noodle-Boy(on DA)
âAC Shovel- Nintendo/Sab64/Ziella (downloaded from DeviantArt)
âStar shard/Star bit - Cabbage bowl (on BowlRoll)