![]() I've attached 2 quick examples to the initial post, on wich I show a toon shader and another with Raycast, and it's uknown to me how people are able set to so many effects on one scene, please, can you explain or point me to a document where a workflow for Raycast is explained?. ![]() I say this because I always see MMD Youtube videos with several effects applied to one same scene, usually things like SSAO, Excellent Shadow, DOF, toon shaders and the like, and I don't really know how that is done. This is something that always puzzled me, on your excellent example you have used several effects on one same model, or you've used (for example) one Raycast effect per model and after that, you've used X files effects for the video output?. Yes, looks like a stage riped from a Dreamcast game, and many of the stages that are avalaible for MMD use low resolution textures / polygons to obtain the maximum performance. Most MMD models (and anime styled models in general) are designed shadeless for use with 2tone shadersĪ 2 tone shader is similar to Cell Shading? It's also best to work with lighting with hard shadows, soft shadows don't tend to look great on anime styled models (at least in my opinion) but hard shadows have more reliance on decent mesh topology so it can look terrible if the mesh isn't clean. This will dim shaded areas while providing higher contrast texturing to the lit areas. You can achieve a similar effect if you use a shader with a very sharp colour ramp and pass the texture as a multiplier. She has completely shadeless textures relying on scene lighting with a high contrasting 2tone shader, the environment itself is preprocessed with AO mapping but without too much detail. Here's an example of one of my models in an environment I made in Blender being processed in MMD. The background scenery you're using is designed differently, with details added in the textures instead of relying on the material shader - this is what you often see in older realistic game environments as it's less resource intensive with less reliance on scene shading. Most MMD models (and anime styled models in general) are designed shadeless for use with 2tone shaders - this makes texturing easier to work with without too much detail and it's what MMD is designed for with its default lighting. Regards and many thanks for your time.ĮDIT: Two more examples to illustrate one of my comments. I don't know if some modellers have hight bright settings or uncalibrated monitors, but I've found some models or stages that I've liked that I had to ignore due to a VERY excesive brightnes for textures and/or materials.įinally, I remember seeing effects called "color correction" and the like, but I don't know if it can be applied only to one model (I mean, if it only affects to the image output or the 3d mesh), or how it works. ![]() I always try to paliate this using distant camera positions, certain angles or even to try to make some scenes shorter, but I have reached a point on where it's uncomfortable and tedious to do these corrections or changes. I'ts inmediately noticeable that the model is too bright regarding the background, and I think that the model was designed for brighter and colorful stages. ![]() One common problem that I've encountered is that a series of models or stages have textures or materials settings that produces a very bright result.įor example, this is a preliminar snapshot of a scene on which I'm working: I'm working on a video made with MMD that involves several interwined stories. ![]()
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