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Decal Maker

Plugins + Scripts Decal Maker

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Hello I love this plugin, however the newest updates have broken the way i used it, in the earlier .37 or .3x versions i used to just add your plugin to my looks, add different decals, then save my look apperance (without makeing a decalmaker save for each appearance), then when i had decal maker added as a plugin and loaded any look i made befire hand with your plugin included, it asked me "this look has decalmaker somethin somethin, would you like to load all clear all etc, and the new .40 versions every look i saved before it doesnt recongize i had custom decal maker settings for each one when i change a look, and i never made decalmaker saves for them, i just saved the apperance preset with decal maker loaded and it worked before, sorry if you cant understand english not main language. thanks for reading

The data is still being saved with appearances, just the trigger to auto load the save when DecalMaker is added is disabled atm. The check for appearance changes was causing a fps hit and needs to be reworked.
 
Why does my UI look like this, is it supposed to look like that?
 

Attachments

  • image_2025-08-12_132610829.png
    image_2025-08-12_132610829.png
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Why does my UI look like this, is it supposed to look like that?

The plugin is being rewritten with new features and new UI, anything marked as DecalMaker2 or var 40+. Click the Big Plus to add a texture to that slot

By removing the display of the characters skin textures from the UI I can decrease startup and load time. The UI is still a WIP so some parts are just transparent so I can see layout issues better. Once the UI is more finalized it will not be see through
 
Thanks! I would expect the identical textureIDs from the male system to work on the (female) alt futas, because Stopper just adds male geometry. Just a guess though!
At least you can use the VaM male genital skin slots on alt futas.
Males Genitals have an ID that is on the females torso, so probably some other voodoo happening as well.

Atm, I have broken my rendering system and once I have time again, will need to fix that before I move on to anything else.
 
hello, in the previous version you could change the skin material colours similar to the image i post,how to do that again?




1755169402231.png
 
There are still a few issues with base functionality that I noticed in v2 (edit: .49):

Saving/restoring appearance-linked decal presets
The data is still being saved with appearances, just the trigger to auto load the save when DecalMaker is added is disabled atm. The check for appearance changes was causing a fps hit and needs to be reworked.
Can you add a button in the UI for the time being? The workaround I have right now is saving a separate preset and loading that manually, which is a bit cumbersome (and also I have to remember to do that, otherwise the preset is just functionally 'lost")

Restoring color tint for legacy presets
The tint restores as white for both appearance-linked and standalone legacy presets (it does work for newly saved presets). I have a ton of legacy presets where I used white+alpha textures that I tint for stuff like moles, blushes etc. as a masking hack, not having to remake those would be nice 😅

Genital decal woes
There are quite a few issues with genital decals.
  • When restoring a preset, the decals are not correctly applied to the genital area (might only happen after restoring an appearance preset? would have to re-check)
  • decal layer alphas seem to be applied incorrectly at first, manually adjusting one of the layer alpha sliders fixes this (but not consistently, sometimes touching multiple layers is necessary)
  • The decals often reset back to the faulty rendering, especially when loading additional presets iirc
These might be related to genital texture auto generation? (as v1 had issues with that as well). I only tested with texture sets that don't have a dedicated genital texture.
 
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Hi, can i load a decal without overwriting the default decal on the model? A sort of merge load, if yes how? I know i can manually add the default decal to my new one but is there a way without going through that process?
 
There are still a few issues with base functionality that I noticed in v2 (edit: .49):

Saving/restoring appearance-linked decal presets

Can you add a button in the UI for the time being? The workaround I have right now is saving a separate preset and loading that manually, which is a bit cumbersome (and also I have to remember to do that, otherwise the preset is just functionally 'lost")

Restoring color tint for legacy presets
The tint restores as white for both appearance-linked and standalone legacy presets (it does work for newly saved presets). I have a ton of legacy presets where I used white+alpha textures that I tint for stuff like moles, blushes etc. as a masking hack, not having to remake those would be nice 😅

Genital decal woes
There are quite a few issues with genital decals.
  • When restoring a preset, the decals are not correctly applied to the genital area (might only happen after restoring an appearance preset? would have to re-check)
  • decal layer alphas seem to be applied incorrectly at first, manually adjusting one of the layer alpha sliders fixes this (but not consistently, sometimes touching multiple layers is necessary)
  • The decals often reset back to the faulty rendering, especially when loading additional presets iirc
These might be related to genital texture auto generation? (as v1 had issues with that as well). I only tested with texture sets that don't have a dedicated genital texture.
I may release my current fixes which I have the Appearance fixed. Since I have a few fixes done but the bugs I am working on is gonna take more time to solve.

Can you give me a sample of the old save where tint is not restoring?

The Genital and Nipples clipping is broken in the current version, it is a post process effect now and its not working as intended.
 
Chokaphi updated Decal Maker with a new update entry:

On a scale of -10 to 10 you are...

Enabled: Appearance data will be monitored for DecalMaker data and load if it exists.

Fix: Change range of UI sliders for Non Decals to -10 10
Fix: Allow Strength storable to use -10 to 10
Fix: Null error when attempting to sync slider before UI was loaded.
Fix: Multirendering will work again. More than 9 textures per slot. Still more work to be done expect some odd behavior with movements when +9 textures.
Fix: Dropdown for selecting texture in Edit menu...

Read the rest of this update entry...
 
Can you give me a sample of the old save where tint is not restoring?
Attached. This restores to red/pink in older versions, but to white in .50.
The Genital and Nipples clipping is broken in the current version, it is a post process effect now and its not working as intended.
I am not using any clipping. Unless it is always applied somehow?
 

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  • TintNotRestored.json
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Attached. This restores to red/pink in older versions, but to white in .50.

I am not using any clipping. Unless it is always applied somehow?
I parse the color but never set it when converting the old saves.

If you want a quick fix, open the .var file with zip/7zip and edit Chokaphi.DecalMaker.50.var\Custom\Scripts\Chokaphi\VAM_Decal_Maker\src\Utility\DMOldSaveLoader.cs

Change line 170 from

Color.HSVToRGB(h, s, v);

To

color = Color.HSVToRGB(h, s, v);
 
Chokaphi updated Decal Maker with a new update entry:

Unity Bugs Of Unusual Types? I don't think they exist.

New: Thumbnail in UI and ColorPicker will reflect the current ColorPicker values
Improvement: Frame re-naming logic has been tweaked and should be more reliable.

Fix: New Rendercode in Beta 2.7 would get stuck with a "processing" flag set and never unset in some situations. Code was in the wrong { } block.
Fix: Scrolling down the list of decal frames and then deleting them from the lower two frames will no longer leave the UI in a broken state.
Fix: Nipple...

Read the rest of this update entry...
 
Fix: Allow Strength storable to use -10 to 10

This change from two versions ago seems to have made it so that when animating a Strength value in timeline the following two issues occur:

1) The value in the slider in timeline is shown as "1" no matter what the value currently set in Decalmaker is, until and unless animated in timeline.
2) It's nearly impossible to have fine control over the results of the animation anymore, because you're trying to use the tiny sliver from 0 to 1 on a slider that stretches from -10 to 10 and the Range .1X button doesn't seem to work.

I'm sure there was a good reason to make this change but at least for the cases I used it for the old behavior worked a lot better.
 
hello any one know why there is only a "fxxk" in the menu ?
The DecalMaker UI has closed or crashed in some way, that button is in the normal UI most plugins use.
It should never be visible, and was my first word anytime I saw it while developing the plugin

Do you anything the the error message log?
 
I parse the color but never set it when converting the old saves.

[...]

Color.HSVToRGB(h, s, v);
Well the thought counts, too bad the compiler doesn't see it that way :D

This IS the proper output right!!?? 😁

1755383706587.png
Color looks right, ship it!

Jokes aside, the update (beta 2.8) fixed the tint loading issue and also genital decal issues seem to be gone. Nice, thank you!

Small issue that I noticed with the appearance change detection: I sometimes use the load appearance dialog without actually loading the appearance, so that I have the name filled in (which I then e.g. change to '[name] v2' or something). This still triggers the decal load rn, in fact any change to the name field will trigger it and add the original decals on top again (so I end up with many decals).
Maybe you could
  • only auto-add the preset layers when the current decal layer stack is empty
  • remember what the currently loaded appearance layer preset is and show it as text under the clear/presets buttons (and clear it with 'clear' button),
    • use it to detect if it is already loaded, if it is, do nothing
    • if not, ask if it should replace or add the layers or do nothing (similar to the old dialog), and update the currently loaded layer preset field accordingly
  • still add a button to load (add) the saved appearance layers (grayed out if none exist), sometimes you just want to reset

Loading and then saving as a new appearance did not seem to save the layers preset for the newly saved appearance.

When the preset did not load, I removed the plugin and re-added it to trigger the preset load again (which did not happen). IIRC when initially removing the plugin, some render targets broke (person became very shiny, aka spec and/or gloss to 1.0 probably). But not 100% on when it broke, I will pay closer attention when this happens again.
 
The DecalMaker UI has closed or crashed in some way, that button is in the normal UI most plugins use.
It should never be visible, and was my first word anytime I saw it while developing the plugin

Do you anything the the error message log?
I delete it,restart the game and download again,it works now,thanks for your reply
 
Hi Chokaphi, thanks so much for the new update, I am feeling as like I was using substance painter with the wrap function. But is it possible to fix the image distortion when smooth iteration is higher as shown by the pic in blue circles?
1755664642470.png
 
Hi Chokaphi, thanks so much for the new update, I am feeling as like I was using substance painter with the wrap function. But is it possible to fix the image distortion when smooth iteration is higher as shown by the pic in blue circles?
View attachment 517782
The Smooth passes are moving the underlying geometry, its especially terrible on the waist/genital area as well. There is not much we can do because DecalMaker does not actually place any textures itself, it hands the textures to VAMS own shaders that then apply the texture.

Think of the UV map as a square grid and texture sampling is VAM's shader is Place Color at x = 0.1 and y = 0.1.
VAM smooth passes is like placing this grid on a rubber mat that stretches "some" of the squares but the renderer and shaders have no clue it has done so.

Some theoretical solutions I can think of off the top of my head, all require massive work to do:
1) Try and create a map of the coordinate distortion for each smooth level, then opposite pre-distort the texture in a Shader before handing it to VAMS Shader. Like making glasses for bad eye sight.

2) Make a projector that shines a picture on the mesh, then converts that to the real UV space and creates a usable pre distorted texture (This is a bit insane and has many other issues with non flat areas and would require shit tons of math)

3) Make a mesh grid that a user can drag to manually do what idea 1 said. Requires a lot of math and might not be possible.
 
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