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[mod] R Shrine Maiden - Common Body


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R Shrine Maiden - Common Body


R Shrine Maiden - Common Body

紅かんなぎ

Misaki.jpg.c1d4c8f8f78223e52875e40f971bfd45.jpg

 

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

 

 

Icon.png.0555bf3e0ac853142a2acb4a2016006a.png

 

 

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

V1.0toV1.1.jpg.38af364a641ae9481f2c01f5399d758c.jpg

 


 

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14 minutes ago, aspidiske500 said:

R Shrine Maiden - Common Body


R Shrine Maiden - Common Body

紅かんなぎ

Misaki.jpg.c1d4c8f8f78223e52875e40f971bfd45.jpg

 

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

 

 

Icon.png.0555bf3e0ac853142a2acb4a2016006a.png

 

 

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

V1.0toV1.1.jpg.38af364a641ae9481f2c01f5399d758c.jpg

 


 

Have the same problem in my mods, how did you fix it?

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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.

 

91.jpg.a79cacfbf46cd71b91365b23f941cdbe.jpg

92.jpg.f8ef2109bcc4595519ab0e8b2e4d21c4.jpg

 

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.

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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.

 

93.JPG.3b776f7f061c400597ab38b4d7054bd6.JPG

94.jpg.d512dfbc655b09c076d85fa8d9e8cdd2.jpg

 

 

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.

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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.

 

93.JPG.3b776f7f061c400597ab38b4d7054bd6.JPG

94.jpg.d512dfbc655b09c076d85fa8d9e8cdd2.jpg

 

 

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
 

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16 hours ago, aspidiske500 said:

I hope it helped you.

Before:

DOAX-VenusVacation_210113_160533.thumb.jpg.20413f1850d905832de6b9b55ecb36b3.jpg

after:

DOAX-VenusVacation_210113_164330.thumb.jpg.27e66e5b0da82eb3d0744208941c761d.jpg

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

 

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2 hours ago, Yorom said:

Before:

DOAX-VenusVacation_210113_160533.thumb.jpg.20413f1850d905832de6b9b55ecb36b3.jpg

after:

DOAX-VenusVacation_210113_164330.thumb.jpg.27e66e5b0da82eb3d0744208941c761d.jpg

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?

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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:

DOAX-VenusVacation_210114_132732111.thumb.jpg.bff92546bba9f624dcc8787a43d638d3.jpg

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:

DOAX-VenusVacation_210114_132732111.thumb.jpg.9a37df10870e5738439fe40995f4db9b.jpg

so i found another method, similar to what I did before (mirror the object)

DOAX-VenusVacation_210114_132732111.thumb.jpg.836321dc4549b4cae007500df7d369f9.jpg

the texture is preserved and the object does not distort

DOAX-VenusVacation_210114_132732111.thumb.jpg.9ab84a5cf2f04bffabba345057299e50.jpg

and now we have two methods ;)

 

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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

DOAX-VenusVacation_210114_165127.thumb.jpg.417f1aeafe459309c056213eba0549a1.jpg

 

now I just want to know how to keep the object transparent, 

I've only managed this much so far:

DOAX-VenusVacation_210114_165202.thumb.jpg.a751451bcfa7dacc14d577ba8971a6e2.jpg

I don't know why but the original texture still shows through

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44 minutes ago, Yorom said:

Just tried, and it looks good now

DOAX-VenusVacation_210114_165127.thumb.jpg.417f1aeafe459309c056213eba0549a1.jpg

 

now I just want to know how to keep the object transparent, 

I've only managed this much so far:

DOAX-VenusVacation_210114_165202.thumb.jpg.a751451bcfa7dacc14d577ba8971a6e2.jpg

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].

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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

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  • 3 weeks later...
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

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