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Norz3n edited this page Oct 11, 2026
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Welcome to the official documentation for Ray-MMD ReForge, the modern physical-based rendering (PBR) engine for MikuMikuDance (MMD).
Ray-MMD ReForge modernizes the classic Ray-MMD architecture with state-of-the-art rendering technology inspired by Unreal Engine 5, Blender 4.0, and modern computer graphics research while maintaining 100% backward compatibility with the existing Ray-MMD 1.5.2 material ecosystem.
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Modular PMX Controller Suite (
LightingController.pmx,CameraController.pmx,FogController.pmx, etc.): The monolithicray_controller.pmxhas been completely decommissioned in favor of a modern suite of specialized, lightweight controllers with zero bloat and universal fallback bindings. -
Physical Volumetric Fog & Atmospheric Godrays (
FogController.pmx): Comprehensive unified atmospheric engine featuring analytical dual-layer exponential height fog and physically raymarched volumetric godrays coupled to solar zenith angle and CSM shadow cascades, with real-time wind drift, mist turbulence noise, and 42 dedicated controller morphs. -
Google Filament PBR & Shading Algorithms: Belcour & Barla (2017) physical thin-film spectral iridescence for clear coat, Kulla-Conty multi-bounce specular energy conservation for IBL, Oat & Sander / Jimenez analytical spherical caps intersection for Specular AO, physical
$(1 - F_c)$ energy conservation under clear coat, colored penumbra (Filament fake SSS) for soft organic transitions, and Jimenez specular multi-bounce AO for colored metals. -
4-Wavelength Spectral Dispersion & Beer-Lambert Volume Absorption: Physically based optical depth attenuation (
$T = e^{-\sigma_{\text{abs}} \cdot d}$ ) and 4-spectral wavelength dispersion ($K_0..K_3$ at 486.1, 546.1, 589.3, 656.3 nm) with temporal jitter for glass, gems, and deep water. -
Next-Gen PCSS & Screen-Space Contact Cone Tracing (SSCT): True physically based contact-hardening Percentage-Closer Soft Shadows (
SUN_SHADOW_PCSS_ENABLE) driven by physical solar radius, Castaño (2013) 4-tap PCF 3x3 filtering for fast cascades, paired with SSCT cone tracing for razor-sharp contact grounding with expanding soft penumbra. - Gran Turismo 7 (GT7) & AgX Golden Tonemappers: Polyphony Digital's SIGGRAPH 2025 physically based tone curve calibrated to 250 nits paper white, Troy Sobotka's AgX Golden Look, and Gjøl (2016) triangular TPDF RGB dithering eliminating 8-bit banding without colored artifacts.
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Clean 10-Domain Modular Shader Architecture: Reorganized 54 loose shader files in
Shader/into 10 structured, domain-isolated packages (Core/,Lighting/,Shadows/,Occlusion/,GI/,SSR/,Subsurface/,PostProcess/,AntiAliasing/,textures/) with zero broken includes. -
SSPT / RTGI & SSGI 3.0 (Screen-Space Path Traced Global Illumination): Next-generation screen-space path tracing engine (
GI_ENABLE 3, default) inspired by Marty McFly's qUINT RTGI, alongside UE5 Lumen-style SSGI 3.0. Features golden angle spiral sampling, progressive quadratic ray stepping, depth thickness gating, secondary bounce feedback, escaped-ray sky radiance, skin albedo-driven multi-bounce, dielectric glass transmission, deferred post-GI ambient occlusion, and direct shadow retention. -
Anti-Aliasing Suite & SMAA Ultra+ (
AA_QUALITY 5, Default): Native 1x Ultra SMAA with G-Buffer linear depth predication, dual-axis bilinear sample weights, and subpixel micro-feature reconstruction, plus G-DLAA and 5-tap Catmull-Rom bicubic TAA. -
Studio Color Grading Engine & Dedicated Controller (
ColorGradingController.pmx): Pre-tonemap linear HDR 3-way split-toning (Lift/Gamma/Gain for Shadows, Midtones, Highlights) with Naka-Rushton perceptual luma partitioning, 2D white balance (Temperature + Tint), smart Vibrance, 3D Rodrigues Hue rotation, and cinematic presets (Teal & Orange, Bleach Bypass, Cross Process, Monochrome). -
Top-Down Sky Visibility (Snowdrop Engine): Directional heightfield horizon search and cone-tracing macro ambient occlusion preventing outdoor skylight / ambient IBL leakage under canopies, roofs, bridges, and doorways with dedicated
SkyVisibilityController.pmx. -
Vectorized Screen-Space Reflections (SIMD SSRT) & Stabilized Glass Refraction: High-performance screen-space ray tracing using vectorized linear SIMD marching with 4-sample texture batching, dynamic slope-scaled tolerance, direct hit-tap binding, 4-tab per-material reflection masks (
SSRMap,SSRReflectMap,SSRSelfMap,SSRBlurMap), and multi-mode diagnostic controller (SSRDebugController.pmx). Paired with Mayer et al. (2026) Newton's method 3D glass refraction. -
Unified UE Skin SSS Toolchain & Texture-Space Diffusion (
SSSS_TEXSPACE 1): WrappedDiffuse, AO-scaled BackScatter, view-dependent InScatter, Beer-Lambert transmission with HSV hue shift, Henyey-Greenstein backlit glow, and camera-invariant model UV-space irradiance convolution. -
Band-Limited Hashed Alpha Hair Cutout &
_realisticPresets: Dave Hoskins polynomial hash without sine, band-limited boundary stippling with 100% solid grain-free interior, plus 40 dedicated*_realistic.fxshaders across the hair library. - ClearCoat Snell Refraction & Two-Sided Subsurface Transmission: Physical Snell angular deflection with Beer-Lambert absorption for ClearCoat, and Steve McAuley (2011) energy-conserving two-sided wrapped transmission for foliage, paper, and thin geometry.
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Real-Time Directional Water Caustics: Physically inspired underwater wave curvature flux concentration with dispersion and dedicated
CausticsController.pmx. - Atmospheric Volumetric Clouds 2.0: SA_DirectX 3.0 cumulus formations with Frostbite/Nubis multi-scattering lighting, adaptive empty space skipping, and planetary Earth curvature.
- Energy-Preserving Oren-Nayar (EON) BRDF: Exact Portsmouth et al. (JCGT 2025) diffuse BRDF preserving bounce energy across high roughness angles.
- Procedural Foliage Wind Engine: Zero-rigging vertex wind animation for trees, grass, vines, and palms — shadows, reflections, and GI bounce animate in sync.
- Eye Suite & Procedural Micro-Glitter: Refractive cornea dome with iris parallax mapping, analytical eye iris caustics, and multi-layer stochastic glitter presets.
- Panavision Flares & 35mm Film Halation: Cinematic cyan-blue streak profile and CineStill 800T multi-scale red-amber film emulsion bleed.
| Section | Description |
|---|---|
| Quick Start Guide | Step-by-step setup in MikuMikuDance (Ray.x, Controller, Skybox, Materials). |
| Configuration Reference | Detailed parameter reference for all features in ray.conf. |
| Global Illumination (SSPT & SSGI 3.0) | Operating modes (RTGI / SSPT, Indirect, Accent), path tracing, 3D hemisphere raymarching, quality presets, and tuning knobs. |
| Materials & PBR Shading | Guide to Skin, Hair, Eye, Glass, Metal, Cloth, ClearCoat, and Subsurface materials. |
| ReForge Material Editor | Node-based PBR material authoring tool, PMX model studio, and batch converter. |
| Toon Shading | CEL / tone-based shading models, the Materials/Toon library, look grading knobs, and recommended config. |
| Lighting & Shadows | Directional Sun, Point, Spot, Tube, Sphere lights, PCSS, Contact Shadows, and Snowdrop Sky Visibility. |
| Color Grading & Tonemapping | Studio Color Grading Engine (ColorGradingController.pmx), AgX, ACES, Filmic operators, Bloom, Lens Flares, and Fog. |
| Troubleshooting & FAQ | Solutions for black screens, render limits, performance, and common setup errors. |
| Architecture & Changelog | Version history and technical architecture breakdown. |
Ray-MMD ReForge is an open-source next-generation PBR render engine for MMD based on Ray-MMD (Rui). Released under the MIT License.