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Ray-MMD

Physically-Based Rendering

  The aim of the project is to create a physically-based rendering at MMD.

Screenshots :

link text link text link text link text

Download :

  • About alpha version :
    • Adding new features to the most recent version
    • Fewer Bugs in this version
  • Latest changes - Major allocator changes:
    • Added a Time of day & night
    • Added a Sky Hemisphere
    • Added a Optical Flares PostProcess Effect
    • Added a Eye Adaptation PostProcess Effect
    • Added a Albedo sub map support
    • Added a Bump map support
    • Added a Specular map support
    • Added a Wetness map support
    • Added a 2.0 version of Material description (old materials still available in this version)
    • Improved FilmGrain (Added X & Y Film Line)
    • Improved bloom
    • Improved SSAO & SSDO
    • Improved Multiple Light Source
    • Improved cmft (fps optimize, GPU memory, 8k limit), it will output a skybox.dds instead of skybox.hdr
    • Fixed some bugs

Requirement :

  • MikuMikuDance - 926ver and above (Without Anti-Aliasing)
  • MikuMikuEffect - 037ver and above
  • Direct3D 9 With Shader Model 3.0 (ps_3_0)

Resources

  • HDRi
  • Text editor
    • Notepad++ [link].
    • Visual studio code [link].
  • Materials
    • Hair for Apperience Models - by VanillaBear3600 [link].

Tutroial:

  • Chinese Pages [link].

Features :

  • Physically-Based Material
  • Multiple Light Source
  • IES Light Profiles
  • Image Based Lighting
  • Scene Space Reflection
  • Screen Space Ambient Occlusition
  • Screen Space Subsurface Scattering
  • Color Balance PostProcess
  • HDR PostProcess
  • Bloom PostProcess
  • FXAA PostProcess
  • SMAA PostProcess

Contact

  • Reach me via Twitter: @Rui.
Copyright (C) 2016-2017 Ray-MMD Developers. All rights reserved.

https://github.com/ray-cast/ray-mmd

Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Digging Deeper

  • Moving to the Next Generation - The Rendering Technology of Ryse [link].
  • ACES Filmic Tone Mapping Curve [link].
  • Compact Normal Storage for small G-Buffers [link].
  • Convert Blinn-Phong to Beckmann distribution [link].
  • Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel [link].
  • Physically Based Area Lights [link].
  • Physics and Math of Shading [link].
  • Compact YCoCg Frame Buffer for small IBL-Buffer [link].
  • RGBM color encoding [link].
  • Horizon Occlusion for IBL [link].
  • Screen space glossy reflections [link].
  • Parallax Occlusion Map [link].
  • Convert Temperature to RGB [link].
  • Texture repetition [link].
  • Pre-Integrated Skin Shading [link]
  • Normal Blending in Detail [link]
  • An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering [link]
  • Bump map to normal [link]
  • Special-Case Materials Wetness [link]