Mouth Interior Shadow: The the mouth now darkens with depth past the lips towards the back of the mouth (adjustable).
Lip Shadow: This darkens the mouth right behind the lips and fades out as they part. It is driven by the lip opening, measured from the character's own lip vertices every frame, so the lip shadows follow the lips actual position during smiles or talking. Top / Bottom Lip Shadow Offset let you calibrate where each line sits on your character.
Mouth tessellation: the mouth gets its own density multiplier, so the low-poly stock teeth can be smooth without relying on the body-wide tessellation. Mouth Tess Depth Falloff drops the density with depth behind the lips, so the areas you barely see don't get tessellated. Auto Reduce Mouth Tessellation decreases tessellation further while the lips are sealed.
Mouth Replacement Textures (on by default): a bundled higher-quality teeth and gum set provided to me by @BooMoon .
Auto Remove Teeth Clothing (on by default): automatically removes mouth/teeth/gums clothing items from the model so you don't need to manually remove them to see DeepSkin's teeth. Turning this off or disabling/removing the plugin will restore them.
NOTE: DeepSkin automatically sets the colors/materials of the mouth & teeth material tabs to values I hand-picked. You can still manually change them to whatever you desire and click the "Save Mouth Materials As Defaults" button in the mouth tab to set your changes as the defaults.
Other Fixes & Improvements
Embody Compatibility: When activating Embody, DeepSkin automatically releases it's shader from the head so Embody can hide it as normal, and takes it back when possession ends.
Fixed an issue where the decal on clothing items didn't fade with the 'Fade Shadows' option.
Fixed an issue where tessellation wouldn't get reverted to the state it had before adding DeepSkin, meaning re-adding could cause tessellation to multiply it each cycle.
Fixed an issue where you needed to restart VaM when trying to load a different version of DeepSkin.
Fixed an issue where certain strong normal maps created artifacts.
Place a water volume (box or cylinder, attached to any atom) in your scene. Skin entering it gets wet exactly up to the waterline, and slowly dries after leaving. Works on every Person in the scene.
Underwater skin is its own look: the shine disappears while submerged (skin underwater looks diffused) and comes back the moment skin surfaces. Optional underwater brightening.
Two-phase drying: fresh out of the water the extreme wet look fades off fast, while the remaining out-of-water wetness dries slowly. Both speeds adjustable, 0 = stays wet forever.
The wet look can be set with the same sliders you know from Skin Materials 2: Wet Gloss and Wet Gloss Texture Offset. Fully wet skin renders as if you had raised those sliders.
Soak Whole Body and Dry Instantly buttons, both triggerable, so for scene creation you can trigger these.
'Show Water Volume' preview for easy setup.
NEW: Glow Edge Softness (Transmission tab)
The backlit glow used to end in a hard line wherever an arm, the jaw or hair blocked the light. It now fades out softly instead. On by default at 2mm, including for existing presets. Set it to 0 if you want the old hard cutoff back.
Before (Gow Edge Softness at 0)
After (Glow Edge Softness at 2)
Improvements
Fade Shadows With Alpha is now ON by default for every clothing item. Scalp pieces stay off by default (faded scalps put a red glow on the hairline). Per-item toggle can still be used to include/exclude clothing items.
New Load Plugin Defaults button: if you want to return to the plugin's defaults. Button needs to be pressed twice to confirm.
Default Blur Amount for new installs lowered to 0.10. Existing presets won't be affected.
(next up in DeepSkin V3 will be realistic mouth and teeth rendering )