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About Deviant vasilnatalieMale/United States Group :iconmmd-battlestage: MMD-BattleStage
The this-is-Sparta! of MMDC
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Tentacle by vasilnatalie
Mature content
Tentacle :iconvasilnatalie:vasilnatalie 9 12
an mmd render by vasilnatalie an mmd render :iconvasilnatalie:vasilnatalie 9 2 Download Sky Temple Stage PMX for MMD by vasilnatalie Download Sky Temple Stage PMX for MMD :iconvasilnatalie:vasilnatalie 71 13 Temple rigged by vasilnatalie Temple rigged :iconvasilnatalie:vasilnatalie 15 9 Download Curves2.fx for MMD by vasilnatalie Download Curves2.fx for MMD :iconvasilnatalie:vasilnatalie 50 6 Download Iteration PMX Keyscreen for MMD by vasilnatalie Download Iteration PMX Keyscreen for MMD :iconvasilnatalie:vasilnatalie 23 8 Temple MMD test by vasilnatalie Temple MMD test :iconvasilnatalie:vasilnatalie 8 2 Asterion's Penthouse by vasilnatalie Asterion's Penthouse :iconvasilnatalie:vasilnatalie 6 0 Sky Temple WIP by vasilnatalie Sky Temple WIP :iconvasilnatalie:vasilnatalie 8 0 Download Demonic Laptop.pmx for MMD by vasilnatalie Download Demonic Laptop.pmx for MMD :iconvasilnatalie:vasilnatalie 27 5 Laptop wip by vasilnatalie Laptop wip :iconvasilnatalie:vasilnatalie 5 5 Download RayPMX for MMD by vasilnatalie Download RayPMX for MMD :iconvasilnatalie:vasilnatalie 29 12 Download hotspot.pmx chair for MMD by vasilnatalie Download hotspot.pmx chair for MMD :iconvasilnatalie:vasilnatalie 41 6 Download handcuff earrings PMX for MMD by vasilnatalie Download handcuff earrings PMX for MMD :iconvasilnatalie:vasilnatalie 31 2 Download Miss April Dressed, navel-gaze with me by vasilnatalie Download Miss April Dressed, navel-gaze with me :iconvasilnatalie:vasilnatalie 24 4 Download Raycast Expanded Mat Features by vasilnatalie Download Raycast Expanded Mat Features :iconvasilnatalie:vasilnatalie 31 7


{ MMD } Astrid Scion (2019) by AmyRolltheAnimator { MMD } Astrid Scion (2019) :iconamyrolltheanimator:AmyRolltheAnimator 20 1 [MMD] HeyMisaki-chan's Contest 2! by redeyedjealousy [MMD] HeyMisaki-chan's Contest 2! :iconredeyedjealousy:redeyedjealousy 33 6 Seriously? My SJW saga continues... by Trackdancer Seriously? My SJW saga continues... :icontrackdancer:Trackdancer 15 9 Lillie's Melibuki Garden by LilMissLillie Lillie's Melibuki Garden :iconlilmisslillie:LilMissLillie 21 144 MMD Hatsune Miku WIP  by BluePixieArt MMD Hatsune Miku WIP :iconbluepixieart:BluePixieArt 4 0 |SFM|FE:F|Camilla!Kana| Blissful Frolicking by UniversalKun |SFM|FE:F|Camilla!Kana| Blissful Frolicking :iconuniversalkun:UniversalKun 73 3 MMD Diamond Sky + new model by ririchiro MMD Diamond Sky + new model :iconririchiro:ririchiro 3 0 Santa Alena de Cerveza by ybric Santa Alena de Cerveza :iconybric:ybric 1 0 Untitled 2 by Moonlight1265 Untitled 2 :iconmoonlight1265:Moonlight1265 3 6 Kisekae: Me Wearing my SSB School Uniform by AmyRolltheAnimator Kisekae: Me Wearing my SSB School Uniform :iconamyrolltheanimator:AmyRolltheAnimator 7 1 Blue Dream by LGMODS
Mature content
Blue Dream :iconlgmods:LGMODS 8 11
MMD OC: Demon Wip *Opinions needed* by dianita98 MMD OC: Demon Wip *Opinions needed* :icondianita98:dianita98 25 11 Haru Okumura (Persona 5) by LindaRoze Haru Okumura (Persona 5) :iconlindaroze:LindaRoze 671 19 Video Game Model: MGQ Lissoth Icefangs by LilMissLillie Video Game Model: MGQ Lissoth Icefangs :iconlilmisslillie:LilMissLillie 33 6 Video Game Model: MGQ Grown Up Lamia by LilMissLillie Video Game Model: MGQ Grown Up Lamia :iconlilmisslillie:LilMissLillie 40 14 (MMD) Lying In The Dark by SchattenKitsune666
Mature content
(MMD) Lying In The Dark :iconschattenkitsune666:SchattenKitsune666 4 0


House/pet-sitting.  No real computer.  Eating too much junk food and drinking too much, which always involves smoking too much as well.  There's a library and they gave me a card.  Libraries are so cool.  Read an art book (for painters, but visual art is visual art), got some ideas regarding color.  Wish I had some ideas for recreating paint textures for shaders but I don't.  Reading math now, I guess this is my book-reading vacation.  Still think it's weird that so many peeps think art and math are opposites.
Working on this off and on for a while.  Mostly on the rigging/physics, trying to make something that's both easy to use, seems alive, and can be at least sort of controlled.  Mesh, textures are all actually very simple, and I'll want to revisit them-- I want to see if I remap to a rectangular UV map, maybe I can get away with making a parallax-based pulse through the length of it.  Not sure, I don't have a great handle on parallax.

But, I'm leaving town for a while, may not have computer access, dunno.
Anybody know how to tell GIMP to use a particular color underneath the alpha?  Mine keeps putting black there, which I don't want.  (I thought that using a mask took care of this, but it doesn't seem like it is....)
an mmd render
Render from a scene I've been playing with.  Been a couple of days since I submitted anything.  I've just been pursuing tiny little ideas, feel kind of lazy.

Playing with R-18 ideas mostly.  I made an abdominal bulge in Raycast using a decal mesh and a simple height map used for bump+parallax mapping, for which I edited Raycast to use morphs to do some texture shifts.  Looks okay enough, but if Raycast can handle decal meshes, I don't know how.  Decal mesh had to be hidden for this render because at the margins it blends into alpha, but Raycast makes that part dark, like a shadow.  Topology doesn't really support doing it with vertex morphs, and more, vertex morphs don't interpolate how I want them to, but texture shifts do.  If it's mapped right.  The main body isn't mapped right for it, or else I wouldn't need the decal mesh, don't really feel like remapping, too irritating to deal with vertex split, normals.

This is with nightfog effect laid on top which gives an interesting effect in conjunction with Raycast bloom.  Just learned how to do Raycast fog this AM.  Tested out a few Perlin noise functions for HLSL, one of them was shit, one of them was great.  Considering trying to make a new fog effect based around billboarded planes textured via world coordinate mapped 4D Perlin.  (World coords plus time.)  That fog effect I made isn't good enough.  Ideally, could use the same technique to screw with a Raycast depth map to give it some density variation, but I'm not sure, don't know enough abour Raycast fog yet to know for sure that's possible, heck, don't even know that Raycast doesn't have something similar squirrelled away already.

Figured out Raycast sphere mapping.  Makes stuff look better, recommended.  That first Raycast edit I made feels more and more wrong-headed: a lot of that stuff is better done in material header files, it breaks parallax, and existing Raycast matcap implementation looks better than what I was doing using sphere-mapped emissives instead (because of how Raycast handles emissives, they act a little weird.)

Head IK isn't as good as I thought, can be a pain, but doing autotwist on the neck still strikes me as a good idea.  Too many animations don't pay enough attention to Y axis rotation shared between neck/head, good to just do it automatically instead of doing what the animator said.  Messing with a bit of physics, totally overdid those hoodie joints while fighting clipping, setting them back to 0 spring and no appreciable limits makes everything better.

Don't know what I'm doing lately.  It's probably time to stop playing with this model and make a new one.
I went without facial bones last time I made morphs, and one of the reasons was because of BDEF4 limitations.  I thought that facial bones required totally smooth weights that I couldn't do them without autoweights, and I always ended up with too many vertex groups doing that.  (And trying to use Blender's limit tool would have been a huge headache.)  But I just now realized how I can do good facial weights, limited to 4 vertex groups, manually.  Just doing circular and linear gradients and using locking/normalization.

Made an IK head/neck just to see what it was like.  Good, actually.  Trying out more motions, and my IK arms are pretty terrible for a lot of them.  Elbow doesn't get placed correctly.  Its not unfixable, but I'm not sure if I should bother.  One of the things is that a lot of motions are just subtly off when trying to use IK for them.  Maybe what some people have said, that FK is better for swinging arms, is true....
Well, I made my IK arms.  Not sure that they're so great, but they sure are complicated.  May be some things I need to change in the future, tuning-wise, but it's nice to have a basic structure to work with.  Model ends up with a weird pose: T pose for IK angle limits, but hands angled downward at 45 degrees to get finger angle appends in the same local axis that animations expect.  (Shadow/control skeleton, which drives the IK unless you OP the IK bones, is also in A pose.)  Tests with existing motions, where I let the animation's ultimate hand position drive the arm IK position but let the IK figure out the position of the arm from clavicle to wrist, have worked out well so far.  I'm doing something wrong with my attempts to twist the elbow (forearm+humerus twist) into the correct position for the arm bend, but it looks good enough when I just disable that.  (Elbow has angle limits to get the elbow into the right angle, but that's only the first approximation of the elbow bend, I do some processing after that which could potentially screw up the angle.  But only slightly.)

Of course, it reveals some deformation issues with what I'm working with, especially that there isn't enough clavicle involvement in the back.  This is typical in models, but I'd be delighted if someday I had a model with good looking, automatic scapula deformation.  I'm reaching the point where I'm ready to start over on a new female MMD character model from scratch.  (Well, not that new, I'd re-use whatever I could, at least to start.)

Might work on some torso rigging stuff-- I'm not fond of the fact that so many animations fail to represent the character's facing with the center bone (and same goes for IK leg bones, a lot of animations move the IK toes instead of rotating the IK ankles, which doesn't leave one with any data about facing.)  Animating in this way breaks multiply of bone position/angle and breaks rigging tricks.  I think I finally know how to correct for this, how to rebuild facing from torso bone angles, which would let me redistribute existing animation data over as many spine bones as I wanted.  (On the other hand, this is probably something that could be done more easily with a script.)
One of the issues I was having was with an initialization structure to set default local axes for IK bones in order to control preferred angles.  I was using an initialization IK to create a rotation, then appending that rotation to the parent of the IK chains, and regardless of what I did with deform tier, it just didn't work in MMD.  But I had an idea for something to try and it works.  If you run the append through an extra bone, it works.  So while IK->appended parent->IK doesn't work, and IK->appended IK chain bone doesn't work, IK->append->appended IK or IK->append->appended IK parent->IK does.  Well, always room to learn stuff.
Decided to bite the bullet and work a bit on creating good IK arms for MMD.  Goals: automatic clavicle involvement that works reasonably well; appropriate axis limits for the elbow; hand that OBEYS an IK OP, rather than taking it as a nice suggestion.  And of course, no terrible deforms, minimal twitch or IK failure.

So far, I'm up to deform tier 5, but it's not as hard as I thought it would be.  Simplified my model to the least necessary for the work, which makes it much less of a headache-- I'll mirror and import into a model when I'm done.  Using angle init IKs (Y, X, Z, I think I could use those in a more standard fashion than I've been doing) to init shoulder parents to get clavicle working properly (rotates plenty toward ceiling or back, not much toward floor or front.)  Two layers of humerus IK to prevent the clavicle and humerus from jinking to reach a closer-than-normal elbow.  Two layers of hand IK to get the hand to obey twist.  Next step, managing arm twist for when the hand and the forearm have to twist in opposite directions; might see what I can do about some elbow control as well.

One of these days I just might hit MMD's bone count limit.  The version of Miss April I'm working with has 593 without IK arms, although some of those are vestigial.  IIRC, 1000 is the hard limit.  No idea why MMD has so many hard-coded count and precision limits.  Someday I might write a bit about what I would change in MMD, given the choice.  It's both very different than what MMM did and very different from how I felt a year ago.
Temple rigged
Still not sure about the marble texture.  I might paint some grout lines.

This is one of those rigging jobs where I initialize a bunch of bones to different local axes using IK bones with off-position targets so I can run everything off a single orbit bone.  That's what I'm doing here.

Past the grout, it would look better with some wear, but I don't really know how to do that.  That would be a good thing for me to look for tutorials for.  Been a long time since I bothered learning anything.
Download Curves2.fx for MMD

CC0, no rules.

This is an updated version of my curves tonemapping effect.  You can use it to do that same kind of image-wide color correction you do in GIMP or Photoshop, but right in MMD (because that's more convenient than post-production.)  Stuff like HSV, brightness/contrast, color levels, variations, and of course color curves.  Anything like that.

Includes several versions (probably too many).  Just drop curveHQ2.pmx into a scene and start playing with it.  HQ requires a decent amount of video memory (it uses 1 or 2 4096^2 textures); lightweight LQ versions provided as well.  Effects are in .pmx and .x formats, but the .x formats don't have as many controls.  Includes tools for making your own tone maps from accumulated MMD effects (the original reason I made this tonemapping effect was because Trackdancer was loading a bunch of different effects that he was basically just using for tonemapping; I guess with a new computer, it's probably not as big of a deal for him these days.)  Includes some starter tonemaps, at least one of which I like :)

I started revisiting this when I realized that, duh, I could just undo the color changes that my cheap camera variant caused as a side effect with tonemapping.  And I got lost in making it all work well (the HQ version, which if I did everything right, ought to be as lossless of tone mapping as is possible.)  Sure enough, you can use this to undo cheap camera color changes, but it turns out that I like those color changes more than I like the chromatic aberration-- so I can use this effect to cancel out cheap lens color, or I can use it to create cheap lens color without all the expense of cheap lens.

I should probably mention that the typical use of tonemapping in game engine renders is for mapping HDR values onto your non-HDR monitor.  This doesn't do that.  It's still tonemapping, and yes, you could emulate certain kinds of HDR->standard tonemapping effects, but it's designed to work with your everday 8 bit per channel color.

You can get as dramatic as you want with this, even though you probably shouldn't.

You might want to read the readme.  Bugs are likely, please let me know and I'll do what I can to fix them.
Download Iteration PMX Keyscreen for MMD

This is a custom-made keyscreen style effect.  Why use it instead of the classic MMD keyscreen?  3 reasons: 1) it can use a .pmx model as the keyscreen, so you can morph it or animate or whatever you want.  2) There's no frame delay, which gives it a significantly different feeling.  3) Doesn't rely on screen capture mode, so you could show a video on a classic keyscreen at the same time.  There can be some draw order issues when overlaying these, but in general it works.

Why not use it?  Biggest reason is that there can be some aliasing artifacts.  Second reason is that you have to load two models to use it.  And of course it takes a little bit of GPU time and memory.

Quick start: load screen.pmx and Iteration.pmx into a scene.  Less quick start: read the readme.  No rules, CC0.

Please let me know if you got issues, I'll do what I can to address them.
Had some ideas for fixing iteration pmx keyscreen.  Working well.  Some issues with antialiasing still, probably won't figure those out, and it probably wouldn't be worth it to add a whatever antialiasing passes I would need to make it work.  A fun effect, I'll just give myself some time to dream up new features and then probably finally release this one, it's been on the back burner for a long long time.
Looked at Beamman's Zcloud, thought, "Oh hey this is nice, except for a few things, I can probably edit it."  No sir.  I am reminded of how little I know about writing shaders.  Beamman's a genius.  I think what I like about him is that it's clear that Beamman isn't just copying stuff from white papers like a lot of shader writers are; he's actually making what he wants made, putting his mind to the task and getting creative.  Tons of respect for Beamman.

So I couldn't edit it, because it's at a level past what I'm capable of, but at least I did discover that Beamman had already implemented the main thing I wanted (alpha based on distance from particle plane to screen); and even though I couldn't really understand it, I was able to shove something useful in (alpha based on distance from camera clip plane.)

But it's not rendering very nicely on top of Raycast.  I suspect anti-aliasing issues.  Wonder if I should seperate out Raycast's end passes to a different effect for draw order, integrating other effects (always thought it was a terrible waste that nearly every effect makes its own depth map instead of sharing them; and I've had some issues with banding that might be solved by running all effects in a single high color depth buffer, writing to 24 bit color only at the end.)

But still just futzing around!  You know what's a beautiful motion?  Follow the Leader.  Song is not the kind of music I enjoy, but the motion is beautiful.
Taking a little break from writing.  The next step is stepping through what I've written and making sure it's all accurate.  And since the first real chapter is installation (and the inevitable troubles peeps have when installing into Win10), I have to remove a lot of software to make sure I'm telling people the right thing.  Which I don't feel like doing right now.

Instead, I'm working a little bit on that April, just for fun, for my own use.  I've been playing around with a few different ideas.  I made some very simple facial bones, left eye / right eye / lips, and using them I'm able to tweak facials.  Allows me to improve them a lot, and if I like what I do, I can always write the changes into the facials.  Looking at Cake right now, the teeth swim a bit more than I'd like-- I shouldn't ever be moving upper teeth, instead should move lips around them, but it's not bad.

One of the reasons I edited Raycast was to get emissive sphere maps on to my corneas, because they really add a lot of drama to a model, but then, Raycast had an issue where it won't show emissive through alpha.  So I ended up telling Raycast not to draw the glasses' lenses at all.  Now I'm just doing them in a post effect afterwards with a version of my post-specular.  (Using it for skin super-shine too, trying to work around the bits of Raycast I don't much like, and its specular is one of those things.)

Of course one of these days I'm going to have to make a brand new face.  There are issues with April's.  The glasses hide some problems with the eyes, but it doesn't look right when you hide the glasses; there's something off about the eyeshadow, especially the way it interacts with the morphs.  There's an ugly bit next to the mouth on the download, but that's mostly just due to texture, didn't inspect my bake closely enough.  Next face I make will be copying somebody else's topology and trying to do it with facial bones.  Facial bones didn't work great for me last time I tried but probably because of topo.
Basically done with my first draft.  I haven't dealt with Kinect or Nvidia 3D vision-- don't have access to that hardware, not sure what I'll do regarding that-- but I've explained every. other. feature in MMD.  26000 words, about 90 paperback pages.  Appendices and images will add another 25-50%.  Went a lot faster than I was anticipating.
Anybody know what MMD's "Delete Unused Frame" does? Something, I guess. But I sure can't tell what.
Temple MMD test
Yup, needs some work.  Should be scaled up a bit, maybe 150%, a few details need adjustment, the central area has a bunch of lazy, long skinny triangles that are apparently not in plane or something and need fixing one way or another, and the marble texture I'm using is too repetitive, needs breaking up into blocks or something for the larger, flatter expanses.  But I think I can get away without a bunch of foliage or wear work, it's good enough for what it is in that department.  Eventually will need some rigging, those satellites should orbit, there are a few details that should have physics because that'd be cool.

Raycast, nice to be able to plop a bump on the rocks, but I'm already getting a little sick of how everything PBR has the exact same bad, washed-out specular.  I don't know exactly what it comes from, might not technically be from PBR but something often used in conjunction like tone mapping.

Maybe I'm just in a bad mood, I've been getting irritated at the way Blender handles baking and objects as well, just angry at my tools today I guess.
Part of writing involves more rigorous experimentation, making sure that I know what I'm talking about, and sometimes I learn some interesting things about MMD.  Discovered a few interesting things related to physics.

First, physics on/off registrations are actually interpolated.  The physics keep going on regardless of what the bone is doing, but MMD interpolates between the physics and the bone based on where it is between on/off registrations.  That's pretty cool, because it means that you could make good loops by disabling physics at the beginning and end and enabling them in the middle.

The other interesting thing is that physics get registered in their actual, physically-determined position, even if MMD ignores that registration.  So you could actually step through an animation in trace mode and register physics every frame to "bake" your physics, then play it back in no-calculation mode and get the same physical operation.  Tedious, yes, but possible.  The reason that's good is because physics are inherently random-- there's no guarantee you're going to get the same physics from one render to the next; and because if you're trying to join two different animations that can't be rendered to a single video for whatever reason, you don't want a big jump at the break.

Never realized MMD had as good tools as it does for this, thought I ought to share.
Asterion's Penthouse
So rigging should be easy enough, but texturing is going to be tough, depending on how much work I commit myself to.

I think I need to create a bump map to make the marble seem like it's made out of more stones.  I had more foliage, but I couldn't get it to look right so I just got rid of it.  Some metal elements are going to need to be integrated better, less shiny, more wear.

A lot of things I'd like to do here that I'm just not that good at.  A scene like this should have things like moss.  But I haven't a clue how to approach that.

Oh well, it probably doesn't even matter.  The whole reason I decided to try to make a stage in the first place was because I saw how even a shitty one can look pretty good.

Off to do some writing.  I guess I'm up to talking about physics, so that I can talk about model calculate order, so I can talk about OP....  Everything has to follow everything else, hard to organize it well.
Blowing my Blendswap downloads on a bunch of CC0 Cycles materials.  When it comes to materials, I don't even bother looking at something unless it's CC0/public domain-- it's not worth managing license info for mats.… : Good looking metals, wide enough variety, fairly easily customizable color.  Good pack.… : A huge pack, but without any preview.  I started previewing until I saw that a material used UV coordinates when I wasn't using a UV mapped mesh and said, screw it.  Bad render+preview settings in the file makes it even harder to see if there are any good mats.  Missing textures.  The mats I saw were nothing special.  Not worth the download IMO.… : Beautiful procedural leather, incl. good-looking procedural normals.  Nodes setup looks messy, and you probably need to edit it (for things like scale), which might be a pain.  Very worthwhile though.… : A single good looking wood mat.  But it uses a colored texture, which both limits recoloring and causes problems at seams.  So-so download.… : Doh!  The first time I looked at this I did something stupid, maybe I was just looking in solid view.  This is actually a very nice collection of diverse fabrics with procedural bump.  Good download.… : A somewhat diverse group of well-made mats: ceramic, cast-iron, car paint, two curtain fabrics, brushed metal, some other boring metals/plastics.  Normals and alpha on them where appropriate.  Includes a single texture, a good leather bump, but I'm not sure what uses it, since there's no leather mat; other stuff still uses UV coords.  Doesn't have a billion recolored copies, which is nice.  Poor preview settings in the file, single object makes it more difficult to preview.  Good download.… : Variety of "coated glossy" shaders that are supposed to look like plastic, metal, or ceramic, but which all look fairly ceramic to me.  But it's a good ceramic, with a wide variety.  Comes with preview jpgs that are nice.  Nodes are intended to be edited but aren't very friendly to editing (a lot of "coated glossy group.008" kind of stuff.)  Decent download.… : Procedural wood, with good grain, no use of vertex UV.  No normal or bump.  Colors modifiable but not as easily as they should be.  No clearcoat.  Decent download.… : Shiny hexagons.  I was hoping this was from generated textures coords, but no, it's from vertex UV, so vulnerable to seam issues.  Alas.  Node group has problems with tangents and isn't anything interesting, but at least the included hexagonal normal map tiles well.  Poor download.… : Wicker chair mat using colored textures, vertex uv, and nothing special in the nodes.  Would save you a minute if you want to use this exact material, but won't be useful for anything else.  Poor download.… : Three well-organized and not overthought shader groups: a glossy with fresnel, a metal, and a glass.  All look good (but the metals at the top looked better than this metal.)  All intended for customization and well-designed to that end.  Includes some good textures, but the node groups themselves don't are about vertex UV.  Good download.… : Procedural gingham with procedural bump.  The bump isn't very good.  Good enough if this is exactly the mat you want, otherwise, probably not worth the download.… : Very nice nacre (pearl) shader.  Unfortunately doesn't preview well (needs a lot of samples before it stops looking like multichromatic noise) which makes it hard to tune, and the default settings are a little overboard.  But this is a tough material to get right, that you're probably going to need only once, that's a focal point-- good download.… : A collection of procedural camouflages that differ only in color.  It's a simple musgrave from generated coords that makes the pattern.  Overall node layout is weird and kind of dumb and difficult to expand.  But if you need a CC0 camo in a hurry, hey, this is that.  Decent download.… : Another collection of camos that differ only by color.  (Guys, we can choose colors.)  Better nodes, organized, but not with English names (German?  Not sure.)  Don't like that the colors are managed by color ramps, which make it hard to edit.  Decent download.… : Aerogel material (soft edges).  I downloaded this because I haven't been able to get similar looks from volumetric shaders without emission, which needs to be tuned to scene lighting since it's kind of a cheat, and I was hoping this didn't use emission-- but nope, it uses emission.  Still, decent material, although there are drawbacks to it.… : A well organized, better-than-default velvet shader.  Velvet shaders don't bake well, and so I tried a bake test on this.  Which took forever.  I cancelled it half way through.  I don't think it was going to bake well.  But, nice velvet shader.… : This is actually CC-BY but I wanted to check out the effect.  It's faking volume absorption through the use of ray length.  If you don't mind using CC-BY materials, these would make good shaders for candy.  Even though these don't use volume, they use glass shaders, so there's probably not much of a performance improvement when using these at defaults.


United States
Playing with MMD. Not much of an artist, but I enjoy myself.

Thanks for checking out my page. I'm not a deleter because this page is more for me than it is for you. That means that a lot of old stuff I made is, well, bad. But it's still up. If something doesn't work, and you want it fixed, just say so! I'll do what I can.

Have written a few tutorials for LearnMMD at… ; I will probably write a few more in the future. I also have several tutorials here, although sometimes, that's for a broad definition of "tutorial."

Still tend to the R-18 side of things. Helps me maintain my interest.

Always happy to help people learn anything they can. If you're having problems with an MMD model, and you don't know why, please feel free to send me a note. It's usually a good idea to send a link to the bugged model as well. (But I don't just fix things. I don't believe in that. Instead, I'll help you understand what's wrong, and how to fix it yourself.)

Big believer that we all benefit from each others' art and tools, which is why I think it's so important to share freely. I strongly encourage all other artists to do the same. The artists' rights that I support are the rights to freely transform that which cannot be used up, stolen, or destroyed. Art is fire and fire cannot be owned.


Add a Comment:
Riveda1972 Featured By Owner Sep 23, 2018  Hobbyist Digital Artist
Happy Birthday!!!! :D
LilMissLillie Featured By Owner Sep 23, 2018  Student Digital Artist
Happy birthday!!! PARTY HARD 
Moonlight1265 Featured By Owner Sep 23, 2018
I hope I'm not late (or early, for that matter—timezones sure are annoying), but happy birthday! Congrats on reaching... however many years of age you are, now, and here's to many more happy years in the future for you. :D (Big Grin) 
FireCristalFox Featured By Owner Jun 20, 2018  Student Digital Artist
How many samples you put in a render?
vasilnatalie Featured By Owner Jun 20, 2018
Well, I have my defaults set to 512 samples for render, but that's overkill for most stuff-- it's an upper bound, highest I've ever needed.

If I'm just using simple shaders, I could get away with 32 samples + denoising.  Probably wouldn't bother going any lower than that, it gets to the point where the geometry calculations end up taking more and more of the render time.
FireCristalFox Featured By Owner Jun 20, 2018  Student Digital Artist
I use 1000 in this render:…
FireCristalFox Featured By Owner Jun 20, 2018  Student Digital Artist
Time: 3 hours 42 minutes
(1 Reply)
STRRRWBY Featured By Owner Apr 4, 2018
Thanks for the fav:)
vasilnatalie Featured By Owner Apr 4, 2018
Thanks for making cool art!
STRRRWBY Featured By Owner Apr 4, 2018
Aw, you spoil me :)
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