Very thanks to all who have shared their know-how.
My Ray-mmd settings are made by everyone's know-how.

The purpose is to use MyuDOLL's skin with demitasse's settings.


in action

https://www.iwara.tv/videos/r57yyfr5wvho7kqlj


Credits

BOON様
Ray-MMD_設定メモ
http://ch.nicovideo.jp/boon_mmd/blomaga/ar1455667

yotto_MMD 様
RayMMDのEmissive改変
https://twitter.com/yotto_MMD/status/1151875831385317377
https://twitter.com/yotto_MMD/status/1152211722729447424

LUX〇@MMD休止中 様
raymmdのDOF(Bokeh)の設定。
https://twitter.com/dlsmasa/status/1147164141699792896

もっふ 様
raymmdの設定
https://twitter.com/mgmgais0141/status/1176099033292533760

2mk 様
ましましさんのエフェクト超おすすめです。ray-mmdだけで補えない部分を気持ちよくカバーしてくれるはず。
https://twitter.com/2mk_km2/status/1183206197760913411

セルゆかり 様
多少、ray-mmdの使い方がわかるかも?
https://twitter.com/cellYukari_MMD/status/1183629949002899457

@Trackdancer 様
RAY-MMD: Spruce up your videos with Dynamic Lighting
https://learnmmd.com/http:/learnmmd.com/ray-mmd-spruce-up-your-videos-wi...

GAJ様
Ray使用時にMMD用のスカイドームを入れたときに点々が出る問題
https://twitter.com/GAJ_cg/status/1236960059390746630

Rui 様
Ray-MMD 1.5.2
Time of day
GroundFog
FilmGrain

https://github.com/ray-cast/ray-mmd

johndoo 様
Ray-MMD1.5.2用改変ライト(テスト)
https://twitter.com/John_Doo5/status/1144928846963101696

更科 様
ray-mmd Ver1.5.2 用 初心者マテリアルキット
https://youtu.be/kroZUYFYHVU
http://nico.ms/sm32929410

アールビット 様
十六夜咲夜Ver2.20マテリアル(1024x1024)
https://youtu.be/ZnnmcxoqCcU
http://nico.ms/sm33011150

ますたー (@MyuDOLL) 様
ray152設定
https://twitter.com/MyuDOLL/status/1067392569242411008

ray152用、半透明対策
https://twitter.com/MyuDOLL/status/1139749054861078528

スク水&ビキニ焼け&レースfx
https://twitter.com/MyuDOLL/status/1088054513934553089

demitasse 様
Materials
https://ecchi.iwara.tv/videos/ljeqmhlx2auwj2qa0

針金P様
MLAA.fx v0.0.2
http://harigane.at.webry.info/201210/article_2.html

そぼろ様
MotionBlur.fx Ver.2.2
http://nico.ms/sm14179584

おたもん 様
o_SelfOverlay v0.6
http://nico.ms/im1561862

化身バレッタ様
空中に漂う埃
http://nico.ms/sm20916681

ミーフォ茜様
PostRimLighting
http://nico.ms/im2044750

ましまし 様
msPowerDiffusion
msVignetting
http://nico.ms/sm35898760

そぼろ様, あじ様
CheapLens改変10色セット
CheapLens_lightblue
http://nico.ms/im5303865

nodchip 様, そぼろ 様
NL-Means ノイズ除去フィルタ
http://nico.ms/sm14596695


Settings


mme tab


Main



LightMap


EnvLightMap


MaterialMap



SSAOMap



accsesory order


model draw calculate order


light manipulation

RGB 154
// edit from Arlvit
X:-0.7
Y:-0.6
Z:-0.5


accessoly manipulation

ray.x
// from LUX〇@MMD休止中 https://twitter.com/dlsmasa/status/1147164141699792896
op:doftarget(dummy bone)
センター / center

PostRimLighting.x
Si 0.1

MLAA.x

空中に漂う埃.x
Si 0.2

MotionBlur.x
Si 6.0

o_SelfOverlay.x
Tr 0.4

msPowerDiffusion.x
msVignetting.x

CheapLens_lightblue.x
Tr 0.5

FilmGrain.x
NL_Means.x


ray.conf


// Sun light

// 0 : None
// 1 : Enable
// 2 : Sun radiance calculated from solar zenith angle

// from demitasse
#define SUN_LIGHT_ENABLE 4


// SUN_SHADOW_QUALITY

// 0 : None
// 1 : Low ( 512 * 4)
// 2 : Medium (1024 * 4)
// 3 : High (2048 * 4)
// 4 : boom! (4096 * 4)
// 5 : boom!! (8192 * 4)

// Change the setting because it looks cheaper than ExShadow.
#define SUN_SHADOW_QUALITY 4


// Image Based Lighting

// 1 : Enable
// 2 : Enable + UV filp
#define IBL_QUALITY 1


// Fog Tab

// 0 : None
// 1 : Enable
#define FOG_ENABLE 1


// Light Tab

// 0 : None
// 1 : Enable
#define MULTI_LIGHT_ENABLE 1


// Outline Tab

// 0 : None
// 1 : Enable
// 2 : Enable + SMAA
// 3 : Enable + SSAA
#define OUTLINE_QUALITY 0


// Toon-shading material

// 0 : None
// 1 : Toon material support
// 2 : Toon material support with diffusion
#define TOON_ENABLE 0


// Screen Space Directional Occlusion

// 0 : None
// 1 : 8 samples
// 2 : 12 samples
// 3 : 16 samples
// 4 : 20 samples // https://www.slideshare.net/ozlael/mssao-presentation
// 5 : 24 samples
// 6 : 28 samples

// from demitasse
#define SSDO_QUALITY 3


// Screen Space Reflection

// 0 : None
// 1 : 32 samples
// 2 : 64 samples
// 3 : 128 samples

// for GAJ_CG's floor reflection https://twitter.com/gaj_cg/status/902162949128650753
// from MyuDOLL
#define SSR_QUALITY 3


// Screen Space Subsurface Scattering

// 0 : None
// 1 : Enable
#define SSSS_QUALITY 1


// Bokeh Depth Of Field

// MeasureMode can supports the following options:
// When MeasureMode at (0.00 ~ 0.24) : Test circle
// When MeasureMode at (0.25 ~ 0.49) : Test circle + Bone from ray.x
// When MeasureMode at (0.50 ~ 0.98) : FocalDistance Only
// When MeasureMode at (0.99 ~ 1.00) : FocalDistance + Bone from ray.x
// 1 : Enable

// from LUX〇@MMD休止中 https://twitter.com/dlsmasa/status/1147164141699792896
#define BOKEH_QUALITY 1


// Eye Adaptation

// https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEff...
// 2 : ISO 100 // Middle Gray at 18.0%

// from demitasse
// 2 becomes darker and the atmosphere of the screen becomes better.
// Difficult to adjust soft skin.
// The compatibility between Rectangle Light and skin material is poor.

#define HDR_EYE_ADAPTATION 2


// Bloom

// see this paper for 1st~5th HSV
// http://kalogirou.net/2006/05/20/how-to-do-good-bloom-for-hdr-rendering/
// 4 : saturate & exposure // 130 ~ currently version
#define HDR_BLOOM_MODE 4


// Simple lensflare

// 0 : None
#define HDR_FLARE_MODE 0


// Simple glare star

// 4 : Glare star // auto
// from myudoll
#define HDR_STAR_MODE 4


// Tonemapping

// https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEff...
// 4 : Hejl2015 // https://twitter.com/jimhejl/status/633777619998130176
#define HDR_TONEMAP_OPERATOR 4


// Anti-Aliasing

// 1 : FXAA
#define AA_QUALITY 1


// Postprocess Dispersion

#define POST_DISPERSION_MODE 1


model manipulation


Time of Day.pmx

// edit from Arlvit, MyuDoll and demitasse
RayleighColorH+ 0.04
RayleighColorS+ 1.0
RayleighColorV- 0.55
RayleighHeight+ 0.56

EnvDiffLight+ 1.0
EnvSpecLight+ 2.5
EnvSSSLight+ 1.0


ray_controller.pmx

// edit from Arlvit, MyuDoll and demitasse
SunLight+ 0.6
MultiLight+ 0.18
MultiLight- 0.75
SSAO+ 1.0
SSAORadius- 1.0
SSDO+ 1.0
SSSS+ 1.0

// edit from Trackdancer https://learnmmd.com/http:/learnmmd.com/ray-mmd-spruce-up-your-videos-wi...
BloomThreshold 1.0
BloomRadius- 0.7
BloomColorAllV- 0.88

// from LUX〇@MMD休止中 https://twitter.com/dlsmasa/status/1147164141699792896
MeasureMode 1.0
Fstop- 0.75
FocalLength+ 1.0
FocalRegion+ 1.0

// edit from Arlvit, MyuDoll and demitasse
Contrast+ 0.15
Saturation+ 0.35 // Saturation isn't strong. Because MyuDoll has strong red skin.
Saturation-
Gamma+ 0.1
Temperature+ 0.17 // MyuDoll's skin is reddish, so temprature isn't very strong.


SpotLight.pmx

// from Arlvit
光源方向 / Light source position
op:doftarget(dummy bone)
センター / center

R+ 1.0
G+ 0.75
B+ 0.86

Angle+ 1.0

Intensity+ 0.11

Front Center
光源位置 / Light source position
X 0
Y 15.1
Z -25.65

Front Left
光源位置 / Light source position
X -25.65
Y 15.10
Z -8.91

Front Right
光源位置 / Light source position
X 25.65
Y 15.10
Z -8.91

Back spot fog with shadow
光源位置 / Light source position
X 0
Y 30.20
Z 25.65


DirectionalLight.pmx

// from Arlvit
R+ 1.0
G+ 1.0
B+ 0.98
Intensity- 0.95


GroundFog.pmx

// edit from Arlvit
R+ 0.64
G+ 0.75
B+ 0.69
Height+ 0.3
Density+ 0.3
Range+ 0.5


msPowerDiffusionController.pmx

// Google Translate
色相 / Hue 0.1
彩度 / Saturation 0.6
色の統一 / Color unification 0.6
無彩色の色相 / Achromatic hue 0
明度_黒点 / Lightness_spot 0.9
明度_白点 / Lightness_white spot 1
透明度 / Transparency 0.8
芯_add/screen / Core_add/screen 0
拡散_add/screen / Spread_add/screen 0
調整用 / For adjustment 0


msVignettingController.pmx

// Google Translate
ボケ_狭く / Bokeh_narrow 0.5
ボケ_弱く / Bokeh_weak 0.5
減光_狭く / Dimming_narrow 0.5
減光_弱く / Dimming_weak 0.5
減光_輝度優先 / Dimming_Brightness priority 0
減光_色相 / Dimming_hue 0
減光_彩度 / Dimming_saturation 0
減光_輝度 / Dimming_brightness 0
色ズレ_赤 / Color shift_red 0.15
色ズレ_緑 / Color shift_green 0.08
色ズレ_青 / Color shift_blue 0.4
確認_ボケ/減光 / Confirmation_blurring/dimming 0


FilmGrainController.pmx

FilmGrain 0.15

Dispersion 0.16


material_aniso_1.pmx

// for hair
// edit from demitasse
Smoothness 0.2


doftarget.pmx(dummy bone)

op:your model / 頭(head)


material_skin_myudoll_demitasse

// edit from MyuDOLL and demitasse
#define CONTROLLER_NAME "material_skin_begie.pmx"
#include "../Editor/Skin/material_editor.fxsub"

#define ALBEDO_MAP_FROM 3
#define ALBEDO_MAP_UV_FLIP 0
#define ALBEDO_MAP_APPLY_SCALE 1
#define ALBEDO_MAP_APPLY_DIFFUSE 1
#define ALBEDO_MAP_APPLY_MORPH_COLOR 0
#define ALBEDO_MAP_FILE "albedo.png"

const float3 albedo = float3(227, 169, 149) / 255; // adjust from MyuDOLL
const float2 albedoMapLoopNum = 1.0;

#define ALBEDO_SUB_ENABLE 0
#define ALBEDO_SUB_MAP_FROM 0
#define ALBEDO_SUB_MAP_UV_FLIP 0
#define ALBEDO_SUB_MAP_APPLY_SCALE 0
#define ALBEDO_SUB_MAP_FILE "albedo.png"

const float3 albedoSub = 1.0;
const float2 albedoSubMapLoopNum = 1.0;

#define ALPHA_MAP_FROM 3
#define ALPHA_MAP_UV_FLIP 0
#define ALPHA_MAP_SWIZZLE 3
#define ALPHA_MAP_FILE "alpha.png"

const float alpha = 1.0;
const float alphaMapLoopNum = 1.0;

// from demitasse
#define NORMAL_MAP_FROM 1
#define NORMAL_MAP_TYPE 0
#define NORMAL_MAP_UV_FLIP 0
#define NORMAL_MAP_FILE "../Editor/Skin/textures/Skin_-_Human_Normal.png"

static const float normalMapScale = 2;
static const float normalMapLoopNum = 10;

// from demitasse
#define NORMAL_SUB_MAP_FROM 1
#define NORMAL_SUB_MAP_TYPE 0
#define NORMAL_SUB_MAP_UV_FLIP 0
#define NORMAL_SUB_MAP_FILE "../_MaterialMap/skin.png"

const float normalSubMapScale = 1.5;
const float normalSubMapLoopNum = 45.0;

// from demitasse
#define SMOOTHNESS_MAP_FROM 1
#define SMOOTHNESS_MAP_TYPE 0
#define SMOOTHNESS_MAP_UV_FLIP 0
#define SMOOTHNESS_MAP_SWIZZLE 0
#define SMOOTHNESS_MAP_APPLY_SCALE 0
#define SMOOTHNESS_MAP_FILE "../Editor/Skin/textures/Skin_-_Human_Gloss.PNG"

const float smoothness = 0.58;
const float smoothnessMapLoopNum = 1.0;

#define METALNESS_MAP_FROM 0
#define METALNESS_MAP_UV_FLIP 0
#define METALNESS_MAP_SWIZZLE 0
#define METALNESS_MAP_APPLY_SCALE 0
#define METALNESS_MAP_FILE "metalness.png"

const float metalness = 0.0;
const float metalnessMapLoopNum = 1.0;

// from MyuDOLL
#define SPECULAR_MAP_FROM 0
#define SPECULAR_MAP_TYPE 0
#define SPECULAR_MAP_UV_FLIP 0
#define SPECULAR_MAP_SWIZZLE 0
#define SPECULAR_MAP_APPLY_SCALE 0
#define SPECULAR_MAP_FILE "specular.png"

const float3 specular = 0.5;
const float2 specularMapLoopNum = 1.0;

#define OCCLUSION_MAP_FROM 0
#define OCCLUSION_MAP_TYPE 0
#define OCCLUSION_MAP_UV_FLIP 0
#define OCCLUSION_MAP_SWIZZLE 0
#define OCCLUSION_MAP_APPLY_SCALE 0
#define OCCLUSION_MAP_FILE "occlusion.png"

const float occlusion = 1.0;
const float occlusionMapLoopNum = 1.0;

#define PARALLAX_MAP_FROM 0
#define PARALLAX_MAP_TYPE 0
#define PARALLAX_MAP_UV_FLIP 0
#define PARALLAX_MAP_SWIZZLE 0
#define PARALLAX_MAP_FILE "height.png"

const float parallaxMapScale = 1.0;
const float parallaxMapLoopNum = 1.0;

#define EMISSIVE_ENABLE 0
#define EMISSIVE_MAP_FROM 0
#define EMISSIVE_MAP_UV_FLIP 0
#define EMISSIVE_MAP_APPLY_SCALE 0
#define EMISSIVE_MAP_APPLY_MORPH_COLOR 0
#define EMISSIVE_MAP_APPLY_MORPH_INTENSITY 0
#define EMISSIVE_MAP_APPLY_BLINK 0
#define EMISSIVE_MAP_FILE "emissive.png"

const float3 emissive = 1.0;
const float3 emissiveBlink = 1.0;
const float emissiveIntensity = 1.0;
const float2 emissiveMapLoopNum = 1.0;

#define CUSTOM_ENABLE 1

#define CUSTOM_A_MAP_FROM 0
#define CUSTOM_A_MAP_UV_FLIP 0
#define CUSTOM_A_MAP_COLOR_FLIP 0
#define CUSTOM_A_MAP_SWIZZLE 0
#define CUSTOM_A_MAP_APPLY_SCALE 0
#define CUSTOM_A_MAP_FILE "custom.png"

const float customA = 0.6;
const float customAMapLoopNum = 1.0;

#define CUSTOM_B_MAP_FROM 0
#define CUSTOM_B_MAP_UV_FLIP 0
#define CUSTOM_B_MAP_COLOR_FLIP 0
#define CUSTOM_B_MAP_APPLY_SCALE 0
#define CUSTOM_B_MAP_FILE "custom.png"

const float3 customB = float3(218, 184, 174) / 255; // adjust from MyuDOLL

#include "../material_common_2.0.fxsub"


material_skin_myudoll_demitasse_face

// edit from MyuDOLL and demitasse

#define NORMAL_MAP_FROM 1
#define NORMAL_MAP_TYPE 0
#define NORMAL_MAP_UV_FLIP 0
#define NORMAL_MAP_FILE "../Editor/Skin/textures/Skin_-_Human_Normal.png"

static const float normalMapScale = 1;
static const float normalMapLoopNum = 20;

#define NORMAL_SUB_MAP_FROM 1
#define NORMAL_SUB_MAP_TYPE 0
#define NORMAL_SUB_MAP_UV_FLIP 0
#define NORMAL_SUB_MAP_FILE "../_MaterialMap/skin.png"

const float normalSubMapScale = 0.75;
const float normalSubMapLoopNum = 90.0;

#define SMOOTHNESS_MAP_FROM 1
#define SMOOTHNESS_MAP_TYPE 0
#define SMOOTHNESS_MAP_UV_FLIP 0
#define SMOOTHNESS_MAP_SWIZZLE 0
#define SMOOTHNESS_MAP_APPLY_SCALE 0
#define SMOOTHNESS_MAP_FILE "../Editor/Skin/textures/Skin_-_Human_Gloss.PNG"

const float smoothness = 0.29;
const float smoothnessMapLoopNum = 1.0;

#define SPECULAR_MAP_FROM 0
#define SPECULAR_MAP_TYPE 0
#define SPECULAR_MAP_UV_FLIP 0
#define SPECULAR_MAP_SWIZZLE 0
#define SPECULAR_MAP_APPLY_SCALE 0
#define SPECULAR_MAP_FILE "specular.png"

const float3 specular = 0.25;
const float2 specularMapLoopNum = 1.0;

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