
Texture colors to multiply with diffuse from the PMX. map values ^ albedo (The ^ is exponential operations of X and Y) You can apply the color from albedo to change the colors in your texture by set code to the ALBEDO_MAP_APPLY_SCALEĢ. You can flip your texture for the X and Y axis mirror by set code to the ALBEDO_MAP_UV_FLIP Parameter fetch from Specular Power from the pmx. Parameter fetch from Specular Color from the pmx.ĩ. Parameter fetch from Ambient Color from the pmx.Ĩ. Parameter fetch from avi or screen from the DummyScreen.x inside extension folder.ħ. Parameter fetch from Toon map from the pmx.Ħ. Parameter fetch from Sphere map from the pmx.ĥ. Parameter fetch from Texture from the pmx.Ĥ.

You can use a animation srgb-image (gif, apng) by enter a relative and absolutely path to the ALBEDO_MAP_FILE.ģ. You can use a srgb-image (bmp, png, jpg, tga, dds) by enter a relative and absolutely path to the ALBEDO_MAP_FILE.Ģ. Parameter fetch from linear-color from the const float3 albedo = 1.0.ġ. You can use a linear-color and sRGB-texture to change the colors in your model by set the following code to the ALBEDO_MAP_FROM.Ġ. There are three forms of PBR's material (physically-based material), we'll be present the albedo/ smoothness/ metalness pipeline, and not the albedo/ roughness/ metalness, because of the roughness does not be easy to understand and to use, and not the diffuse/ specular/ gloss pipeline, because it's not PBR's term, and then i'll go over all of the entries commonly used in Ray-MMD and also attach links to the wiki for more details.Ĭurrently, you can create a new material by duplicate a material_2.0.fx and if you want to create a variety of textures, current software such as dDO, nDO, Substance Designer, Substance Painter, Photoshop, etc, that will do much to create these conditions make the process a bit easier and help you create your own materials.Īlbedo is also called base color, defines the overall color of the material, thus uses all 3 color channels, the albedo maps are normalized value in the sRGB color-space and clamped between 0.0 and 1.0


This document is designed to help those who wanted to quickly get up to speed in Ray-MMD, the PBR (physically-based-rendering) is a rendering pipeline around the physics that has rapidly gained popularity, so the first thing you need to know what is the PBR term.
