Abstract:
This plugin continuously tracks where you are looking at. Based on that info it focusses up to four configurable and positionable lights (three from the front and sides and one backlight) on the target. The lights move and rotate with the the player, so you will always enlighten the right spot (potentially saving precious FPS).
Additionally, it provides a standalone DepthOfField implementation derived from @MacGruber's PostMagic. But the key is, that with this version the focus point is always right on the spot! No matter where you are looking at.
You can (and should!) use this plugin for everyday gaming and editing. Just add it to your session plugins. It has no impact as long as you don't toggle it on via shortcuts.
It also works in VR.
To get the image quality you see below, please use
Enough talking, let me take you for a ride. There are NO scene lights present in this scene!
Dynamic lighting:
If you just want to try it out now, here are the main toggle keys:
F8: Toggle DoF
Numpad+: Toggle all lights
F9: Toggle left light
F10: Toggle middle light
F11: Toggle right light
F12: Toggle back light
Have fun! But make sure to come back to read the details and leave like
Use cases:
LightMeUp:
ViewScan:
The blue dot is the current target. The pink lines you see are the bounds of a collider. You can set it's width and height in the UI. This collider tracks what you are looking at, so if it's small, the target has to be right in the center of the screen. If it's large, your view may be obstructed by objects near to you. The performance generally increases with size.
With the "Targets" selector you can specify what objects you are interested in. Be careful when using "Everything" in an environment, because they usually have weird colliders messing with my system. You can only focus on things that have collision.
Errors:
There can be some problems if you leave a scene while this is active (UI going invisible). I'm not exactly sure why, so please report errors in the discussion (with as much detail as possible).
If you have come this far:
My work is free and will always be. In my ideal world every resource should be free, like in the good old days of Skyrim. We are one big family after all. But I understand that some creators try to make a living out of it and invest a lot of money for equipment (mocap).
Nonetheless, if you are a content creator and want to support me, I would be more than happy if you would grant me access to your paid content. I'm especially intersted in clothings, mocaps of any sort and traditonal scenes (preferably anal). But don't feel pressured, your ratings and reactions also mean a lot to me!
Credits:
This plugin continuously tracks where you are looking at. Based on that info it focusses up to four configurable and positionable lights (three from the front and sides and one backlight) on the target. The lights move and rotate with the the player, so you will always enlighten the right spot (potentially saving precious FPS).
Additionally, it provides a standalone DepthOfField implementation derived from @MacGruber's PostMagic. But the key is, that with this version the focus point is always right on the spot! No matter where you are looking at.
You can (and should!) use this plugin for everyday gaming and editing. Just add it to your session plugins. It has no impact as long as you don't toggle it on via shortcuts.
It also works in VR.
To get the image quality you see below, please use
Other - Reshade Preset
Only for desktop mode. For VR please use MacGrubers postmagic plugin For people new to reshade: Reshade is a software that adds post processing effects to your game to enhance the picture quality. Updated version of my reshade preset For the...
hub.virtamate.com
Enough talking, let me take you for a ride. There are NO scene lights present in this scene!
Dynamic lighting:
If you just want to try it out now, here are the main toggle keys:
F8: Toggle DoF
Numpad+: Toggle all lights
F9: Toggle left light
F10: Toggle middle light
F11: Toggle right light
F12: Toggle back light
Have fun! But make sure to come back to read the details and leave like
Use cases:
- Character creation: With this you have consistent lighting conditions from every angle. Just start with an empty scene (main screen -> return to scene, not the "3 point lights" default), add a person and hit Numpad+.
- Scene creation: If you haven't settled on the poses, or where in the environment the scene should take place, this is the holy grail for you. Just enable the lights (Numpad+), focus on the animations and care about the lighting later on. Or skip the lighting entirely and include this in your scene (see below for more details).
- Taking screenshots from every possibly angle without having to adjust the lighting!
- Enhance existing scenes: Either with additional lighting, if certain angles aren't lit well, or just with the DoF.
- Casually fiddling around, try and create clothing, textures, plugins etc. Just start with the empty scene which is loaded by default if you start VAM.
- ViewScan:
This is an auxiliary plugin that scans what you are looking at. You can customize a few things in the UI, but the settings aren't stored for now. If you toggle "Debug" you'll see whats actually going on and what the parameters do. This will also be a requirement of one of the next plugins I'm about to release.
This (unreleased) plugin will track what body regions you are the most intersted in and fires matching vocal reactions. It will let you set up ingame triggers aswell to drive your scene based on that data.
So I'd suggest getting it right now, as long it's available on the shelves! - LightMeUp:
This is essentially a vastly improved version of my previous plugin of the same name. Improvements are as follows:- Up to 4 lights instead of 3
- All lights can be offset in all directions.
- The fourth light is a dedicated back light. It will always be behind the target, no matter how far you move away.
- Auto focs is now enabled by default and features the new algorithm provided by ViewScan.
- The rotations and intensities of the lights are dynamically adjusted depending on the distance to the current target. This ensures consistent lighting conditions.
- Presets & lightshow:
- You can save presets (essentially light rigs) to have a library to choose from.
- You can seamlessly blend between two presets or configure a lightshow that will randomly blend through all presets within a given folder. The behaviour of the lightshow is highly customazable. The randomizations of the blend speed and delays are based on a normal distribution, meaning that values in the range of mean +- delta can be choosen, but values closer to the mean are more likely, dropping with increasing distance.
- All of this is triggerable via the scene plugin (on the atom "CoreControl"), which is automatically added.
- Improved IO system:
- The lightsettings you have set up will be automatically saved and reloaded with the scene.
- You can save an input config file (shortcuts) that also gets restored on load. But as with the original, you have the option to use @Acid Bubbles Keybindings instead.
- Shortcuts: You can inspect all of them by pressing "Print help" in the UI. The most useful ones are the ones stated above, though. Additionally: Tap & hold increases the intensity and double tap & hold reduces it.
- CheesyDoF:
This provides an every day DoF experience. The default settings are rather conservative to make it viable for editing and to not mess up with every scene you load. You can change that in the UI though. As of now, these settings aren't stored in any way. I'll probably implement it anyway, but you can speed things up with your reviews
LightMeUp:
ViewScan:
The blue dot is the current target. The pink lines you see are the bounds of a collider. You can set it's width and height in the UI. This collider tracks what you are looking at, so if it's small, the target has to be right in the center of the screen. If it's large, your view may be obstructed by objects near to you. The performance generally increases with size.
With the "Targets" selector you can specify what objects you are interested in. Be careful when using "Everything" in an environment, because they usually have weird colliders messing with my system. You can only focus on things that have collision.
Errors:
There can be some problems if you leave a scene while this is active (UI going invisible). I'm not exactly sure why, so please report errors in the discussion (with as much detail as possible).
If you have come this far:
My work is free and will always be. In my ideal world every resource should be free, like in the good old days of Skyrim. We are one big family after all. But I understand that some creators try to make a living out of it and invest a lot of money for equipment (mocap).
Nonetheless, if you are a content creator and want to support me, I would be more than happy if you would grant me access to your paid content. I'm especially intersted in clothings, mocaps of any sort and traditonal scenes (preferably anal). But don't feel pressured, your ratings and reactions also mean a lot to me!
Credits:
- @MacGruber for his Utils and especially for PostMagic. He was also very helpful sorting out some problems.
- @everlaster and @JayJayWon for helping me how to add the scene plugin programmatically.