well that's weird it works just fine for me as shown in the attached clip. do you have other plugins on the person or other session plugin running in the background? only thing i can think of is another plugin which causes thatOpening the hub browser causes them to show up in (relatively) the same position you'd expect to see them at while its closed, weird.
Nope, i even tried it on a completely fresh installation of vam, no change. Very weird indeed. If i figure it out ill be sure to let you know.well that's weird it works just fine for me as shown in the attached clip. do you have other plugins on the person or other session plugin running in the background? only thing i can think of is another plugin which causes that
I swear I didn't have this problem before I've read your post...Nope, i even tried it on a completely fresh installation of vam, no change. Very weird indeed. If i figure it out ill be sure to let you know.
I have tried a bunch of plugins to recreate it to avail so i can't really fix it if it's not recreatableNope, i even tried it on a completely fresh installation of vam, no change. Very weird indeed. If i figure it out ill be sure to let you know.
Just tried in packaged look preview scenes with no issues. it would be helpful to send scene .json files where this occurs and another where it doesn't so i can compare and see what went wrong for you guysI swear I didn't have this problem before I've read your post...
Funny, it works in the scene I'm working on, but it doesn't work when I load it in any random look-preview scene.
It seems like it works for any of my local scenes where previous versions of the plugin were used.
Maybe the translucency sort priority is different now somehow, and older scenes already had it sorted if the plugin was there back then, idk, I'm Bonobo not a programmer
i'm trying to use this plugin in place of Deeper but i'm really having challenges that make it seem like it is worse than deeper at some things.
for example the most notable thing is that with a BJ with a massive unit, its very stuttery and the penis doesn't seem to follow the curve.
at the beginning i show all the plugin settings:
side note, is it possible to disable colliders for the teeth?
it stutters when just sitting there still, isn't this supposed to be mitigated? The belly bulge works well!
In this example, it doesn't seem to follow the curve and pops out of her hip.
Heres one where its not working for me, just a model with OD and a light. Wish i could send another in which it is working for comparison, but i dont have any lolJust tried in packaged look preview scenes with no issues. it would be helpful to send scene .json files where this occurs and another where it doesn't so i can compare and see what went wrong for you guys
This is what it seems like to me as well. Unfortunately im not savvy enough to test/fix it/know for sure lolMaybe the translucency sort priority is different now somehow
ah, i think i know whats going on. you saved the scene with visuals enabled correct? they shouldn't be technically as they're only for debugging purposes. try again while making sure to disable them before saving scene and lmk if it fixes it for you so i can update the plugin to always load them disabled to avoid thisHeres one where its not working for me, just a model with OD and a light. Wish i could send another in which it is working for comparison, but i dont have any lol![]()
I tried it like this, open vam -> create new empty scene -> add female character -> add OD to female character -> save scene -> exit vam -> open vam -> load scene -> enable visuals, didnt work for me unfortunately. For me even if i create a new scene and load OD in, without saving or loading at all, the visuals still do not appear properly. They do technically appear, i can place my camera inside the model and see them, just not transparently through the model.ah, i think i know whats going on. you saved the scene with visuals enabled correct? they shouldn't be technically as they're only for debugging purposes. try again while making sure to disable them before saving scene and lmk if it fixes it for you so i can update the plugin to always load them disabled to avoid this
It took longer than id care to admit, but i found a scene where its working properly! In this scene i can also load in new characters and change appearances and it still works just fine. The original scene name was "Arenwyn by Lumi"Just tried in packaged look preview scenes with no issues. it would be helpful to send scene .json files where this occurs and another where it doesn't so i can compare and see what went wrong for you guys
- Small fix:
- Visual toggles will now always load in disabled state to always allow proper initialization before being enabled manually by the user later.
test again with v15 update and lmk if it does the job for you. it works for me atleastIt took longer than id care to admit, but i found a scene where its working properly! In this scene i can also load in new characters and change appearances and it still works just fine. The original scene name was "Arenwyn by Lumi"
In the .json i saved while the visuals were turned off, i was able to load back in to the save and everything was still working perfectly. In the .json i saved while the visuals were still on, it was a bit weird. The visuals did not work on load, but when i switched them off and on again, the depth planes worked again, but the 3d curved path was once again not showing through the body. I'm going to continue to play around a little bit and see if i can break it.
Hopefully this is able to provide some insight.
thanks, i'll try out these setting!- The magnetic distance should be higher the bigger the gens are, you have it on 0.01 which will make penetration alignment useless and also that you're using gens too huge for the plugin to handle so tone the size down a little. (the very low fps also is a factor of physics jitteriness, make sure your are on 72hz // update cap 1 // high quality physics off)
- I attached a clip for example plugin settings that are optimized to handle gens size similar to what you demonstrated.
The new version hasnt changed anything for me unfortunately. So far i havnt been able to break the plugin in that scene where its working for me either.test again with v15 update and lmk if it does the job for you. it works for me atleast
i think for fixing broken scenes you must load them -> reload the plugin with the latest version -> save the scene.Something interesting, maybe. If i create a new scene, and use the merge load feature to load in the working scene on top of that, it fixes it for the whole scene. Conversely, loading straight in to the working scene, then merge loading with a scene that does not work (i.e. every other scene ive tested so far) breaks the plugin for the whole scene. I myself am not really sure what to make of this, but hopefully it will make sense to someone with a little more understanding of how this all works.
For the purposes of trying to figure out what is causing these issues to persist for me i havnt actually been trying to fix the plugin in any particular scene. I've been creating brand new scenes for testing purposes only. The only scene i actually have been testing on consistently is that one look preview where the plugin is working properly, because its the only one i have access to where the visuals are displayed. I did go back to some old scenes to try it like you said though, still to no effect unfortunately.i think for fixing broken scenes you must load them -> reload the plugin with the latest version -> save the scene.
Good find, seems like Postmagic adds a new camera to render UI on top, which solves the problem, and Skynet has either postmagic as session plugin or other plugin with similar functionality, that's why he missed thatIve figured out whats causing the plugin to function properly in that one specific scene. Its the scene plugin "Macgruber.Postmagic.4". With postmagic active in any scene, the visuals from OD are displayed as intended. This plugin adds 9 sub-plugins, one of which is a manager which (for me) doesnt appear to do anything and has a blank ui. Notably, even with all of the other plugins disabled, as long as the manager plugin is enabled the OD visuals work properly. Will continue to investigate and see if i can figure out why.
well, this was right under my nose the whole time lol. you're right it is actually post magic that makes the visuals look correct, i'll modify the visuals to work without it next updateIve figured out whats causing the plugin to function properly in that one specific scene. Its the scene plugin "Macgruber.Postmagic.4". With postmagic active in any scene, the visuals from OD are displayed as intended. This plugin adds 9 sub-plugins, one of which is a manager which (for me) doesnt appear to do anything and has a blank ui. Notably, even with all of the other plugins disabled, as long as the manager plugin is enabled the OD visuals work properly. Will continue to investigate and see if i can figure out why.
-- Small fix:
- changed shader used for all visuals for proper Z testing support, now visuals can draw on top of everything with no issues even without post magic plugin.