![]() Unfortunately lattices can't be used in MMD though. If you remember my Gumi animation in Blender, I actually re-modeled her eyes, to use lattice-deformed spheres, so she has slightly concave anime eyes that avoid the original's hollow eye problems. There is still the issue with the incorrect shadows though.Ĭonvex, and slightly concave eye models, like Deino's CA, Onigiri Dojo's models, or some ISAO models, are easier to use for PBR, because they avoid the cavity. The white part of the eyes is a cavity and ambient occlusion kicks in really hard, so in ray-mmd, I like to disable it, by assigning "SSAO visibility 0.0.fx" to the eye materials in the SSAOMap tab, which makes them a lot brighter. ![]() Helps identify patients who may benefit from closer monitoring, reduction or tapering of opioids, naloxone. Helps determine whether a cumulative daily dose of opioids is associated with increased risk of overdose. Hollow eye models (like Kaat/Sanae) have been causing me headaches in PBR for years, because the eyes always look too dark. MME is a numerical standard against which most opioids can be compared, yielding a comparison of each medication’s potency. Although assigning "Emmissive->Fixed Color x1->material_albedo.fx" to the eye highlights looks nice. Is this better than using ray-mmd's emissive material? Normally I don't want to use emissive materials, because they don't use the proper scene lighting.
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