Mxx - DeepSkin V5 - Catchlights & Environment Reflections — page 1
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Mxx - DeepSkin V5 - Catchlights & Environment Reflections


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NEW: Catchlight Editing

Catchlights are the way VaM's point & spotlights look in the eye reflection. This update lets you customize those.

Catchlight styles: Soft, Sharp Disc, Sharp Rectangle, Sharp Ring, Sharp Octagon and Sharp Window.

Eye Reflection Sharpness now also controls the sharpness of the edges of the sharp catchlights.

Catchlight Aspect and Rotation ​lets you stretch and rotate the catchlight shapes.

The default global catchlights keep a fixed apparent size by default, the way default VaM and eye clothing items worked. Catchlight Distance Scaling makes the catchlights scale with distance, so a light close to a face will read larger than a light across the room.

Per-light catchlights: pick any scene light and give it its own catchlight style, size, aspect, rotation and brightness, or None to hide it in the eye reflection. The selected light/atom flashes yellow to know which light you've selected. Saves with the scene.

Any atom can be a catchlight source, so not only VaM lights.

NEW: Scene Reflection

See an accurate reflection of the scene in the eyes.

Capture Scene For Eye Reflection: takes a one-click snapshot from the character's own eyes and sets that as a cubemap reflection, so the eye reflects the actual scene. Each character captures from their own position. When toggled on, a capture is automatically done on scene-load and upon loading DeepSkin. A capture can also be triggered.

Captured Highlights Boost lifts flat emissive surfaces (unlit ceiling panels, screens) toward the brightness a real light would have in the capture.

Sclera Reflection Amount and Sclera Catchlight Amount control how much the sclera reflects.

Sclera Reflection Bumpiness: the sclera is not a perfectly smooth surface like the cornea is. The sclera now has a more realistic bumpy surface.

Reflection Curvature: increases the corneal reflection curvature, so catchlights appear closer together in the reflection. This was added to make the reflections look closer to what you might be used to from eye clothing items.

Cornea

Iris Caustic: real corneas refract and focus incoming light onto the side of the iris opposite the light, which makes the bottom of the iris appear brighter if a light source is up high. 

Iris Caustic Shadow: how dark the shadowed area looks compared to the lit area.

Wetness additions

Load wet textures: load your own custom gloss and specular maps for the wetness. These will show on the wet area on top of your character's current textures. I highly recommend WeebUVR's Sweat Gloss maps

Performance

Eye rendering performance improvements: the reflection layer draws in half the render passes it used to, and redundant per-pixel work was removed.

Skin renders slightly cheaper when the wetness system is off.

Fixes

Fixed most of the iris material's own sliders doing nothing on the refracted iris. Gloss, Specular Intensity, Specular Texture Offset, Specular Bumpiness, the offsets and the Global Illumination Filter all work now.

The iris material's texture no longer touch the pupil. Iris textures that had a white center would show a white pupil. This no longer happens.

Fixed the white of the eye glowing per light in point-lit scenes. New Edge Blend Brightness default has been set to 0.8.

Fixed pixelated sclera bumpiness in close-ups.

Animating the camera FOV no longer causes per-frame rebuild work.

Defaults and Upgrading

V5 ships new tuned eye defaults. Everything added since V4 already loads tuned, and settings you saved in V4 keep your values, which is usually what you want.

Load V5 Eye Values (Recommended) applies my tuned V5 defaults onto the character being edited, leaving skin, mouth and region settings untouched. Save your default preset afterwards to keep it.

Download the update from the original plugin's page

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