aspidiske500 Posted January 12, 2021 Posted January 12, 2021 View File R Shrine Maiden - Common Body R Shrine Maiden - Common Body 紅かんなぎ Press CTRL+1 or CTRL+2 to activate controls: Z+1 Change Tops X+1 Change Nipples X+2 Change Shoes X+3 Add Ribon C+1 Change Color 2021/01/03 V1.1 - Fixed the phenomenon that the lining of clothes is transparent. 2020/12/30 V1.0 V1.0 → V1.1 Spoiler Submitter aspidiske500 Submitted 01/13/2021 Category Dead or Alive Xtreme: Venus Vacation Requires 3DMigoto, Hi-Res Body Skin 9
Yorom Posted January 12, 2021 Posted January 12, 2021 14 minutes ago, aspidiske500 said: View File R Shrine Maiden - Common Body R Shrine Maiden - Common Body 紅かんなぎ Press CTRL+1 or CTRL+2 to activate controls: Z+1 Change Tops X+1 Change Nipples X+2 Change Shoes X+3 Add Ribon C+1 Change Color 2021/01/03 V1.1 - Fixed the phenomenon that the lining of clothes is transparent. 2020/12/30 V1.0 V1.0 → V1.1 Hide contents Submitter aspidiske500 Submitted 01/13/2021 Category Dead or Alive Xtreme: Venus Vacation Requires 3DMigoto, Hi-Res Body Skin Have the same problem in my mods, how did you fix it? 1
aspidiske500 Posted January 12, 2021 Author Posted January 12, 2021 2 hours ago, Yorom said: Have the same problem in my mods, how did you fix it? It's not the one with a transparent lining, but the one with a strange skin texture, isn't it? It seems that you need to change the active UV map from "TEXCOORD.xy" to "TEXCOORD.zw" before exporting the body mesh. The operation method may differ depending on the version of "blender", but you can find out how to switch by searching the Internet with "active", "UV", "map", etc. The following topics are helpful. On 7/13/2020 at 3:59 PM, HI-METAL said: If you create a body that corresponds to my SKIN, you need to be careful about exporting it. Please refer to this page. If the problem was that the lining was transparent, I solved it by thickening the mesh with a modifier. 1
aspidiske500 Posted January 12, 2021 Author Posted January 12, 2021 You're talking about the problem in the image below, right?
aspidiske500 Posted January 12, 2021 Author Posted January 12, 2021 If it's not the case of the above image but the problem of the method of seeing through the lining, I fixed it by making the mesh thicker by the following method. However, this method makes the mesh thick and may be difficult to handle when deforming. I chose it because it was an easy method. I don't know how to solve it with a shader.
Yorom Posted January 12, 2021 Posted January 12, 2021 21 minutes ago, aspidiske500 said: If it's not the case of the above image but the problem of the method of seeing through the lining, I fixed it by making the mesh thicker by the following method. However, this method makes the mesh thick and may be difficult to handle when deforming. I chose it because it was an easy method. I don't know how to solve it with a shader. thanks. Its this one. Until now, I've done this by copying an object, then flipping it over and connecting it to the original element, but this only works for symmetrical, simple things. I'll try your way tomorrow
aspidiske500 Posted January 12, 2021 Author Posted January 12, 2021 3 hours ago, Yorom said: thanks. Its this one. Until now, I've done this by copying an object, then flipping it over and connecting it to the original element, but this only works for symmetrical, simple things. I'll try your way tomorrow I hope it helped you.
Yorom Posted January 13, 2021 Posted January 13, 2021 16 hours ago, aspidiske500 said: I hope it helped you. Before: after: Thanks, it does the job, and you can choose 0 as the thickness so the shape of object does not change But it can't be too easy, now there appears a flickering on the texture
aspidiske500 Posted January 13, 2021 Author Posted January 13, 2021 2 hours ago, Yorom said: Before: after: Thanks, it does the job, and you can choose 0 as the thickness so the shape of object does not change But it can't be too easy, now there appears a flickering on the texture Isn't it because the thickness is 0 that the flicker appears? If the front and back vertices overlap, the front and back may flip. How about trying to make the thickness about 0.0005 to 0.001?
Yorom Posted January 14, 2021 Posted January 14, 2021 17 hours ago, aspidiske500 said: Isn't it because the thickness is 0 that the flicker appears? If the front and back vertices overlap, the front and back may flip. How about trying to make the thickness about 0.0005 to 0.001? I tried different settings but not enough, today I started testing seriously ;) Here's the effect: Solidify is at thickness 0.0014 - this is the lowest value to maintain texture or at least that's how it came out of the tests but this does not always work for every object: so i found another method, similar to what I did before (mirror the object) the texture is preserved and the object does not distort and now we have two methods ;)
aspidiske500 Posted January 14, 2021 Author Posted January 14, 2021 55 minutes ago, Yorom said: but this does not always work for every object: The impression will change a lot. Have you tried clearing the "Fill Rim" checkbox in "Solidify"? If you don't fill the rim, you may get results similar to the manual method. 1
Yorom Posted January 14, 2021 Posted January 14, 2021 1 hour ago, aspidiske500 said: The impression will change a lot. Have you tried clearing the "Fill Rim" checkbox in "Solidify"? If you don't fill the rim, you may get results similar to the manual method. Just tried, and it looks good now now I just want to know how to keep the object transparent, I've only managed this much so far: I don't know why but the original texture still shows through
aspidiske500 Posted January 14, 2021 Author Posted January 14, 2021 44 minutes ago, Yorom said: Just tried, and it looks good now now I just want to know how to keep the object transparent, I've only managed this much so far: I don't know why but the original texture still shows through It is unlikely that I can provide useful information about that. I only know how to make it transparent with [CustomShaderTransparency].
Yorom Posted January 14, 2021 Posted January 14, 2021 38 minutes ago, aspidiske500 said: It is unlikely that I can provide useful information about that. I only know how to make it transparent with [CustomShaderTransparency]. that i know to. Funny thing i tried to do the same on different swimsuit but it doesn't work. Maybe someday
aspidiske500 Posted January 14, 2021 Author Posted January 14, 2021 4 hours ago, Yorom said: that i know to. Funny thing i tried to do the same on different swimsuit but it doesn't work. Maybe someday I wish you good luck. 1
Yorom Posted January 15, 2021 Posted January 15, 2021 19 hours ago, aspidiske500 said: I wish you good luck. Thanks. I think I got it 1
mylori Posted February 2, 2021 Posted February 2, 2021 On 1/16/2021 at 1:47 AM, Yorom said: How to solve it ? Thanks!
Yorom Posted February 2, 2021 Posted February 2, 2021 2 hours ago, mylori said: Are you asking about how to achieve transparency in selected places in an opaque garment? If so, you need to add this line of code: instead: [TextureOverrideName] hash = ***** vb0 = ResourceNameVB ib = ResourceNameIB handling = skip drawindexed = auto this: run = CustomShaderTransparency and then this: [CustomShaderTransparency] ps = 0f90e32cbda59134-transparent.hlsl blend = ADD SRC_ALPHA INV_SRC_ALPHA drawindexed=auto And you need the hlsl file, but I don't know how to create it for a specific case, I used one found in another mod e.g. - 0f90e32cbda59134-transparent.hlsl 2
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