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Please be aware that we have released another critical security patch for VaM. We strongly recommend updating to version 1.22.0.12 using the VaM_Updater found in your installation folder.
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@ky1001 I've recently had the issue that, when I apply custom textures (e.g. a skin preset), and then load an appearance using the plugin with "Textures" unchecked, the custom textures are removed.
Not sure in which version this started though, sorry. Has been like this at least a couple of...
Really good to know, I was wondering why CUAs started looking better at some point :D. I had some trouble finding the mentioned cginc (and this thread came up while searching), so I am linking it here
hazmhox - The definitive asset creation tutorial for VaM (section 6 - Fixing the shadows)
(I...
Tried reproducing but now it's working just fine even in the scene where it broke a couple of days ago 🤷♂️
Maybe the stars aligned in a way that made an electron misbehave. Or I did something silly without realizing. But probably not that one, right?
Cheers 😀
Not sure if I am imagining this, but is there a regression with having multiple instances of VAMAmbience? I added 2 CUAs with Ambience scripts and the second instance interfered with the first (don't remember if playback stopped or was replaced, but it broke). Didn't that work in the past?
Have you checked if there is a callback for that available now? I think there have been a few additions over the years. Might be a bit more robust if there is one.
Historically, there has always been an issue with Decal Maker where when you load a scene with the plugin already loaded on a...
Tried the new version yesterday and restoring look presets did not seam to work anymore? I add the plugin (through a plugin preset which contains 1 layer), dialog pops up, I select clear & add and then nothing. No errors.
Edit:
Not sure if it loaded something beforehand in my case, I looked at...
Yeah, the mask thing should work well that way, maybe with a big "M" in that rounded box or some stencil icon instead of the gradient? Or a gradient M? ;) I think the blend mode dropdown might be a bit too small for VR, currently choosing the color tint is already a bit tedious and that is way...
Yeah, theoretically that's possible. An extra mask would be much more user friendly anyway.
Not sure. One thing I have been doing lately is replacing eyebrows (with a soft mask in alpha), which works nicely for the diffuse. But if I could, I would also replace the normals in that area. Another...
While the loss of original spec/gloss/normal is a bug, I don't think alpha does anything for these, only for diffuse. @Chokaphi correct me if I'm wrong here. I think you will need to go with a geoshell (clothing) for the sticker idea.
It might actually be an interesting feature though...
Pretty sure you can get similar performance using Burst now, which makes it pretty convenient.
Edit: Oh and really nicely done @ this patch. I was just wondering about morphs and how they are applied currently a couple of days ago.
Ok so the issue is that the base normal map is set correctly, but _BumpMapBlend0 is zero. Works fine when adding the SetFloat line like in the loop below (just with 1.0f instead of slider value obviously).
Cool. Though whiteout isn't bad. I re-checked and it seems that the skin texture normals are completely replaced when a decal normal layer is added, even at 0 normal strength. It looks fine when I re-add the same base normal texture as a decal layer and put other things on top. I suppose it...
Nice, thank you.
Oh yeah the lighting ... certainly more annoying when you can't just use a shader include.
But using the glossy value to drive the mipmap level isn't that unusual, no? I have been working with URP a lot, and there it's the smoothness/roughness that drives the reflection probe...
Hey @Chokaphi I was wondering if you would consider adding a few blending modes in addition to the alpha blend? I'm thinking multiply, add, soft light, overlay? That would be really nice for some effects that don't quite work with the current setup.
Also it would make me sooo happy if the...
Nice, would be really great if you could document the vertex shader part.
It would probably be worthwhile to add a texel density map to the shader as well, so that the detail map can be projected with less distortions (applied as tiling factor in shader). The distortion is quite apparent right...