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mingxuan66

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Posts posted by mingxuan66

  1. 12 hours ago, IIIlll said:

    @明轩66 txf 文件必须具有“RGBA_8888”“AlphaBlend”才能使 alpha 工作

    您可以查看驱动程序和 sadekhnd 的眼镜上传以进行设置

    ok~ thank you very much for your answer~😊

    9 hours ago, Sexvision said:

    你的纹理应该是一个带有 Alpha 通道 的透明纹理。

    在搅拌机中确保材料使用 alpha 通道来实现透明度

    图像.png

    也让它成为一个双面纹理

    图像.png

    我已经把你的纹理发给你了。 

    干杯

     

     

    Thank you so much! This is very helpful to me thank you!😁

    9 hours ago, Gemini Kanon said:

    虽然我个人建议使用旧版本的 Blender(强烈推荐 2.79)将内容移植到我们的游戏中,但这是在 Blender 2.8+(2.83、2.90、3.0 和其他版本)中为透明纹理设置材质的方法,我目前使用 3.1.2对于我现实生活中的工作,但 2.79 用于将项目移植到我们的游戏,即使你不需要是我)

    你需要:

    1. 透明纹理:我们游戏最简单的方法是用 Photoshop 创建一个简单的透明纹理,512x512 不透明度为 25 到 50% 就足够了(我从去年开始为我的车辆玻璃纹理选择 75% 黑色)
    2 . 为 Alpha Blend 设置你的材料,这很重要,如果不是,它不会被游戏读取,你可以在 bs 文件中手动编码,但如果你能直接使用搅拌机更好

    那么,你是怎么做到的呢?一步步:

    1. 从材质选项卡创建一个新材质,在材质选项卡中的“设置”字段中将其设置为透明度,启用“背面剔除”选项并在混合模式下选择“Alpha 混合”,在阴影模式下选择“Alpha Clip”和不要忘记将表面场的 alpha 值更改为“0.500”
    2. 通过着色器编辑器将透明纹理文件插入材质节点,在着色器编辑器中添加“图像纹理”打开您使用 Photoshop 生成的透明图像纹理文件并将其连接到材质节点的基本颜色输入,在材质着色器中将传输设置为 1.000
    3。始终记住名称约定和尺寸规则, 对于玩具,尺寸规则是强制性的,但命名约定是可选的

    截图_64.png

    截图_65.png
    截图_66.png
    补充说明:

    - 您可以添加一个“纹理坐标”输入来告诉搅拌机您的纹理从网格中读取UV
    贴图 - 您还可以使用一些值,例如镜面光泽,这将有利于非钩子 5 用户
    截图_67.png

    我通常不移植现代搅拌机版本,不要问我为什么!出于某种原因,我觉得在 Blender 2.6 及更高版本中,我们游戏的透明度工作流程更容易和更整洁

    但是,您的选择,这就是它与 +2.8 的工作方式,我在我的游戏中进行了测试,它移植了透明的法线和镜面反射以及所有功能

    This is a brand new method. I also use version 2.8+. Seeing these process operations, it seems that I know how to make translucent effects~ Thank you for your patient explanation~

    • Thumbs Up 2
  2. Hello everyone, I recently ported a car and showed it in the game very smoothly, so I also gave each color map a normal and specular map. What I want to ask is the position of my car lights. I want to make a translucent effect to make the How to change the internal display of the lamp? This is the source file in my blender. The lamp has two structures, one is the lampshade and the other is the wick. How to implement this transparent effect in TK? Otherwise it is very strange to have only one cover, ~

    QQ截图20220906183250.png

    QQ截图20220906183327.png

    QQ截图20220906180920.png

    QQ截图20220906180932.png

    It can be seen that without the translucent material effect, the car lights just want a glass slide, which is very uncomfortable

     

  3. 4 hours ago, Sexvision said:

    检查您的日志文件夹并查看 VX - addon .log。

    寻找不起作用的玩具,看看它们是否出现在日志中。

    如果它不在您的日志文件中,则您的安装不正确。还要查看日志中是否禁用了玩具。

     

    Thanks! I'm not all toys work. How to check and close the log? ?

    This is my search result

    QQ截图20211219131259.png

     

  4. 52 minutes ago, sadekhnd said:

    哪4个默认玩具?你是说阴道、肛门……?它们是您希望玩具连接到的身体部位。你必须点击“免费玩具”,然后再点击一次“更换玩具”,他们就会列出你的玩具清单

    Do you mean this? After I click it, there is only the default toy. It seems that there is only one close option and nothing else. Do you know what's the situation?

    QQ截图20211219062457.png

    QQ截图20211219062506.png

  5. 1 小时前,sadekhnd 说:

    我不知道究竟是什么问题。有什么误解?你是否正确安装了?

    Thanks! I put the downloaded zip directly into Addons. I downloaded 7 toy files. The current problem is that I can’t find the toy weapons downloaded in the forum in the editing posture. There are always 4 toys by default. I don’t know which step went wrong.

  6. It may be a very idiotic question. I wonder why the toy can’t display normally. TOY only has these 4 items in the edit pose mode. I plan to modify some props to make some cars. I also downloaded some toys from the forum to edit pose mode and did not find it. Other plugins are displayed normally. I watched an article with a similar problem. I did it but still did not solve it. Does anyone know about this?same questionThanks for the answer

    QQ图片20211218184712.png

  7. On 2021/12/16 at PM3点26分, Overlord said:

    这可能是 Blender 的问题。

    你需要做两件事:

    1. 进行权重绘制时,将衣服作为 root.rotation_group 的父项并添加骨架修改器。完成此操作后,衣服将随模型移动 - 但无法关闭。

    2. 之后,您将(加权)衣服作为您的衣服组的父项 - 以前是 R9.Bra099_group 或您正在做的任何事情。现在,它是您的名字,例如 GGHeels03_group。

    我相信这在附加组件的教程之一中有所介绍。

     

    Thank you for your answers, I will try and pay attention!

  8. 31 minutes ago, HDiddy said:

    很可能不是。通常,如果我有脱衣问题,至少这与事物的命名方式有关。例如,如果在搅拌机中我的组被命名为“HDIddyDress15_group”,并且着装脚本显示“HDiddyDress15_group”,那么我将导致该项目不脱衣服。

    我快速浏览了您的附加组件,并注意到了一些不一致的地方。也就是说,您将纹理命名为奇怪的。这不应该导致脱衣问题,而只是一件事。您的场景文件中还有亚洲字符。再次不确定这是否会导致问题,但您可能希望将内容转换为字母数字。

    Thank you for your answer~, I will go to the corresponding mixer file and modify it in your way 

  9. Hello~ Does anyone have the same problem? The plug-in runs well in the game, but the clothes after refitting can not be taken off normally in the game, and they are always worn on the characters. You must switch other clothes to take off and hide. I would like to think about the lack of a certain code or blender operation steps that caused this to happen?

  10. Hello everyone. The possible realization of this problem is very remote and very slim, but I hold a glimmer of hope to see if there is a direction to learn and finally realize this shader. HK5 has now improved the picture and reached a peak, but I always think that it has not achieved the mainstream silk stocking shader material effect. At present, TK17 silk stockings look like a texture sticker on it. There does not seem to be much light and shadow information. The following is the effect of the stockings node I set in Blender. In the EV real-time preview, I think it can also achieve this effect in TK

    QQ图片20211204055524.png

    2345截图20211204055231.jpg

    2345截图20211204055036.png

     

    I want to ask everyone, if you write a shader yourself and embed it in TK, what software do you need to modify and compile? I already have a general process concept
    1 Fresnel input-the color end of the GCX material
    2Translucent material
    1, 2 is called a shader.
    When the color is needed. On the interface of Finier link color changer

     

     

    Shader "Kirk/Stocking" {
        Properties{
            _Denier("Denier", Range(5,120)) = 25.0
            _DenierTex("Density Texture", 2D) = "black"{}
            _Smoothness("Smoothness", Range(0,1)) = 0.1
            _Metallic("Metallic",Range(0,1)) = 0.1
            [Enum(Strong,6,Normal,12,Weak,20)] _RimPower("Rim Power", float) = 12
            _FresnelScale("Fresnel Scale",Range(0, 6)) = 1
            _SkinTint("Skin Color Tint", Color) = (1,0.9,0.8,1)
            _SkinTex("Skin Color", 2D) = "white" {}
            _StockingTint("Stocking Color Tint", Color) = (1,1,1,1)
            _StockingTex("Stocking Color", 2D) = "white"{}
            _NormalTex("Normal", 2D) = "bump"{}
        }
        SubShader{
            Tags{ "RenderType" = "Opaque" }

            CGPROGRAM
            #pragma surface surf Standard fullforwardshadows
            #pragma target 3.0

            struct Input {
                float2 uv_SkinTex;
                float2 uv_StockingTex;
                float2 uv_DenierTex;
                float2 uv_NormalTex;
                float3 viewDir;
            };

            float _RimPower;
            float _Denier;
            float _Smoothness;
            float _Metallic;
            float _FresnelScale;
            float4 _SkinTint;
            float4 _StockingTint;
            sampler2D _DenierTex;
            sampler2D _SkinTex;
            sampler2D _StockingTex;
            sampler2D _NormalTex;

            void surf(Input IN, inout SurfaceOutputStandard o) {
                o.Normal = UnpackNormal(tex2D(_NormalTex, IN.uv_NormalTex));  //得到法线
                float4 skinColor = tex2D(_SkinTex, IN.uv_SkinTex) * _SkinTint;    //内颜色
                float4 stockingColor = tex2D(_StockingTex, IN.uv_StockingTex) * _StockingTint;    //外颜色
                float rim = pow(1 - dot(normalize(IN.viewDir), o.Normal), _RimPower / 10);   //边缘光
                float fresnel = pow(1.0 - max(0,dot(normalize(IN.viewDir), o.Normal)),_FresnelScale);    //菲涅尔
                float denier = (_Denier - 5) / 115;    //丹尼尔参数
                float density = max(rim, (denier * (1 - tex2D(_DenierTex, IN.uv_DenierTex))));  //lerp参数
                
                o.Albedo = lerp(skinColor, stockingColor, density);
                o.Albedo = o.Albedo * (1 - fresnel);
                o.Metallic = _Metallic;
                o.Smoothness = _Smoothness;
            }
        ENDCG
        }
        FallBack "Diffuse"
    }
    Of course I know that TK17 has its own set of PBR, will I easily achieve this effect if I want to add a shader from Hook5? , Of course, I have never been in contact with this area. I still lack direction. I hope experienced users can give me some suggestions. I currently have a set of Unity Shaders, and how do I want to implement them in TK17; if someone specializes in this shader, it would be great.

     

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