• Happy Holidays Guest!

    We want to announce that we will be working at reduced staffing for the holidays. Specifically Monday the 23rd until Jan 2nd.

    This will affect approval queue times and responses to support tickets. Please adjust your plans accordingly and enjoy yourselves this holiday season!

  • Hi Guest!

    Please be aware that we have released a critical security patch for VaM. We strongly recommend updating to version 1.22.0.7 using the VaM_Updater found in your installation folder.

    Details about the security patch can be found here.
Going, Going, Gone

Plugins Going, Going, Gone

After a suggestion by @CabaretNoir, I had a look and realised that it is indeed possible to host several VAR files, a primary for the plugin (without any dependencies), and others for demos. Oh well, never stop learning... I hope it will work...
There is now a new parameter that disables shadow casting for body parts when their transparency exceeds that "Shadow Cast Threshold". Shadows sadly cannot be faded per body part, only on/off (unless somebody can find that elusive shadow strength parameter per material).
Thanks to @MDKSBG for the incentive to look into this.
Thanks to the incentive from @AlienAxeMan, there is now no more dependency on the Skin Hider cloth/plugin, nor the need for the admittedly complicated setup of any Alpha Masks. Now you can simply use a standard black/white alpha mask by loading it in the UI using the buttons provided.
Warning: This is a breaking change as the plugin code structure has changed!!! Refer to the main plugin description for a way to easily upgrade your existing scenes.
SkinMicroDetail by @northern.shikima is awesome, but uses a new shader replacement that this plugin didn't cover - until now.
Just make sure that...
  1. This plugin comes AFTER any other one that replaces shaders and
  2. the "Prevent Shader Overwrite" box is unticked/off, otherwise there will be a tug-of-war between the two plugins.
  • One of my scenes required to hide the man, so I had to finally attack the long overdue problem that some body parts are rendered using multiple materials. The male model is a bit extreme as the Hip has 4 of them. So the code is now more flexible, and should also work on Futa (not tested, though).
  • Also, the UI now has global and group "Visible" shortcuts that quickly turn everything/groups on/off using a boolean. "Visibility" continues to be the three options On/Mask/Off.
  • License change to CC BY-SA
(PS: in case you are wondering what happened to v7 - you still cannot overwrite an uploaded file when posting an update... grrrr)
  • Adding a bit more space at bottom to allow the Toes Visibility dropdown list to fit (thanks @ChainedStar for pointing that out)
  • Some other minor code updates for a bit more efficiency
V5 of the plugin now also supports the use of Alpha Masks to hide skin parts down to pixel level if needed.
See the description for instructions and likely compatibility issues when upgrading (if you have used Visibility settings)!
TLDR: You'll need HuntingSuccubus' "HideSkinByMask" plugin for the SkinHiderMask clothing that manages the Alpha Masks (but not the plugin that comes with it). Then, in the "Visibility" settings, simply choose "Alpha Mask" instead of "On".
Oh, man, looks like one cannot edit/re-upload a var in a butchered new version post... No changes to the actual plugin, just trying to get the update page look correct.
  • Using the previous shader's values for alpha as minimum to avoid "popping in" of parts such as the tear line
  • Tear line and Eye Reflection have custom Render Queue values that are now not automatically overridden by the Global Render Queue slider
  • Eye Reflection RQ is now 2460 by default, so it is rendered after the scalp (before that, the scalp would make the reflection disappear)
  • Expanded the help text
  • Changed controllers of person to make her look less bow-legged in the idle animation
I finally found out why in the original versions of this script, the specular colour was always set to black: to get rid of the eye reflection. But that brute force approach also got rid of all shininess/gloss of the skin. Fixed by only applying this approach to the "EyeReflection" material. Thanks, @maskedman3 for the nudge to investigate this.
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