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Troubleshooting & FAQ
Norz3n edited this page Sep 4, 2026
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Frequently asked questions and solutions for common setup issues in Ray-MMD ReForge.
- Cause: Ray-MMD requires an active Image-Based Lighting (IBL) environment or sun light to illuminate the scene.
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Solution: Load a skybox from the
Skybox/folder (e.g.Helipad GoldenHour.pmx) and assign its lighting shader in MME ->EnvLightMaptab.
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Cause: The model does not have
main.fxor material shaders assigned in MME. -
Solution: Open MME:
- Assign
Main/main.fxto the model in theMaintab. - Assign appropriate material shaders (e.g.
material_skin.fx,material_cloth.fx) in theMaterialMaptab.
- Assign
- Cause: Anime eye meshes are typically modeled with concave geometry.
-
Solution: Assign
Materials/Eye/material_eye_anime.fxto the eye material subset. This shader enablesCONVEX_NORMAL 1, which mathematically inverts the curvature into a convex reflective dome.
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Solutions:
- In
ray.conf, setSUN_SHADOW_QUALITY 2orSUN_SHADOW_QUALITY 1. - Set
GI_QUALITY 2or switch toGI_ENABLE 1(Accent mode). - Ensure MMD is running on your dedicated GPU (Nvidia/AMD) rather than integrated graphics (Intel HD/UHD).
- In
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Solution:
- Assign
Main/main_alpha.fxinstead ofmain.fxin the MMEMaintab. - In MMD's model order list (Model Manipulation), ensure transparent models are loaded after opaque models.
- Assign
Q: Looking through car windshields or glass from an interior cockpit camera causes dark borders, distorted background, or missing skybox.
- Cause: Automotive models in MMD typically contain nested, multi-layered, or single-sided window geometry (tint mesh, inner glass, outer glass). In deferred rendering, refractive alpha passes cannot resolve complex interior-to-exterior nested transparency without forward depth peeling.
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Solution: For interior cockpit shots, in MME ->
MaterialMaptab, right-click the vehicle's window material subsets and assign a transparent null material, hide the subsets in MME, or set their alpha to 0 in PMX Editor. This removes nested occlusion artifacts and gives crystal-clear interior views with complete SSGI, atmospheric fog, and Time of Day clouds.
Yes, 100%. All existing .fx and .fxsub material files, maps, and texture sets designed for Ray-MMD 1.5.2 work out-of-the-box in ReForge without any modifications.
Simply replace your old Ray-MMD folder with the Ray-MMD ReForge folder, or point your MMD accessories/shaders to the ReForge directory.
Ray-MMD ReForge is an open-source next-generation PBR render engine for MMD based on Ray-MMD (Rui). Released under the MIT License.