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@JayJayWon I hope you don't mind but I wasn't patient enough cause I went ahead and added Moyashi Post Processing and TiSeb Colortone support this morning, new script attached :)
Feel free to ignore or you can modify/refactor/rewrite the changes in your own style and incorporate into your...
Love the plugin!
Any chance for an update that disables Moyashi's Post Processing & Tiseb Colortone CUA as well?
It would be very handy those of us that want to apply our own post processing settings globally using reshade or session plugins.
If you're too busy I'm also happy to collab - I can...
New version (1.0) posted today imports directly to the new curves system with hair nodes
Assuming the blender hair is stored as curves (or convertible to curves) someone could probably write a plug-in to import the vertices of each curve as a hair strand. The big challenge that comes to mind...
HairExporter has been entirely re-written!
No more manual steps. No more CLI tool. Much better results in just a couple clicks!
Export directly within VaM.
Imports directly to Blender’s new hair system!
Exports scalp, materials (color), hair strands and some hair sim settings
Now available as...
I haven't tested it yet, so I can't promise anything. But my understanding is AltFuta textures for Torso and Genitals may have a different UV mapping. It might work but would probably require someone to make new mask textures. It's been asked before so I'll have to take a look at some point.
northern.shikima updated FaceBlend with a new update entry:
V5 is here! Now you can HSV adjust the entire body to match the face, etc..
Read the rest of this update entry...
V5 includes a few new features that should continue to make this a helpful texture authoring tool!
Use Alpha as Mask - When checked, use the transparency of overlay texture as the mask. This is useful for baking in makeup decals, etc.
Invert Mask - Inverts the mask texture (Treats black as...
You can try this plug-in instead - https://hub.virtamate.com/resources/going-going-gone.32545/
I haven't tested it, but it looks like the plug-in author made an effort to make it compatible with with mine. You will have to disable "Prevent Shader Overwrite" in the MicroDetail plugin though.
It looks like you set your intended overlay texture as your base texture? Make sure the person already has a face texture that matches the body texture skin before loading the plugin. In the plugin use the overlay texture slot to pick the new face that you want to blend in, and it will use...
Yup so the Hue-Saturation-Value controls are just meant to adjust the color of overlay texture to match the base texture to help hide the seams, not really meant for adjusting whole body.
I realize now though that some people might want the inverse (Like keep the overlay texture the same color...
I'll have to take a look and see if there's a built-in vam shader that supports both detail maps and alpha cutoff. If so, I could incorporate the same feature in my plug-in pretty easily. Maybe the next release.
I would love to but unfortunately the built-in VaM shaders only support detail normal maps. So this would require injecting my own skin shader which would require a lot more work. I may explore this at some point but it's a big undertaking.
The newest version has four separate "Detail Scale" sliders, one for each part. You could set the scale to 0 for the parts you want to disable. Unfortunately this may make the texture seams a bit more obvious.
Make sure you're on the latest version of my plugin (V8), as Prevent Shader Overwrite is pretty new.
I also didn't have the time to test with every version of Hunting's SSS plugin unfortunately. You also you might have better luck with the Atom version of the SSS Plugin, as the Session Plugin...
northern.shikima updated Skin Micro Detail & Tessellation Plug-In with a new update entry:
V8 - Bugs, per-material scaling, nail tesselation
Read the rest of this update entry...
Fixed Bugs
Detail scale can be modified individually for Gens, Torso, Face and Limbs
Fixed a bug that causes gaps to appear between arm and torso material after removing plug-in
Removed a benign NullPointerException that shows up in Unity Logs, thanks @everlaster
Nails should now be tessellated...
1) The thing is, nails look very funny if they have skin micro detail (nails are not skin, usually they are smoother and polished, etc). So I left nails material slot untouched. In a future version I could add tessellation to nails without detail normals, but if you're using with Hunting's SSS...
I mean that makes sense and I'm definitely still a novice with writing custom lighting models.
Just the decompiled code is pretty hard to follow at times and the result didn't line up with the IBL examples I could find when folks did use glossy like that.