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4K skin diffuse initial pack (for HS Party) update 2017/06/19

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  • [Skin] 4K skin diffuse initial pack (for HS Party) update 2017/06/19

    • Features

    0. Support skin diffuse map in 4096x4096 resolution;
    1. Add 4K skins for SBX2 uncensor;
    2. Seamlessly support makeups and tattoos in both 1024x1024 and 4096x4096 resolution;
    3. Enable 64bpp frame buffer in ADVscene, Hscene and Studio Neo;
    4. Improve FXAA, Sunshaft, DoF, SSAO and color correction curve quality;
    5. Fully customizable color correction curve;
    6. Enable GPU skinning;
    7. Offer more shadow, SSAO, SSR and bloom tweak options;
    8. Resizable window mode.
    9. Tonemapping, dither, 3DLUT.
    • Screenshot Previews

    preset_2 with fog disabled
    Spoiler














    Experiment_1 (HS linear rendering experiment)
    Spoiler












    • Download
    (All-in-One) 4K skin diffuse initial pack
    • Install
    1. Install 0616DLC/0630DLC;
    2. Install SBX2.5;
    3. Install [All-in-One] 4K skin diffuse initial pack 20170619;
    (optional)4. Install wide slider;
    (optional)5. Install UI translation loader;
    (optional)6. Install IPA.
    • Uninstall
    Copy everything in the unistall fold into game folder and run uninstall.bat.
    • Graphic tweak
    Config.xml and StudioNeoConfig.xml will be created in UserData\GraphicSetting when you first time run and quit the game, you can easily select presets you like by editing these two files. If you want to create your presets. Here are some graphic setting references.
    Spoiler
    SSAO

    SSAOSamples is the only quality vs performance option, all possible values are "SAMPLES_ULTRA", "SAMPLES_HIGH", "SAMPLES_MEDIUM", "SAMPLES_LOW", "SAMPLES_VERY_LOW". If you don't like the presets I made, then take a look at http://www.thomashourdel.com/ssaopro/doc/usage.html
    Blur type is set to High Quality Bilateral, you can't change this one, and remember SSAOBlurBilateralThreshold, SSAODistance, SSAOLumContribution, SSAORadius, SSAOIntensity, SSAOBias are multiplier to the original settings, so change them to 1 means original game setting.

    SSR

    If you don't want to go into detail, then use my presets by setting the SSRpresets and skip the rest of the part.
    1 = high performance, 2 = default, 3 = high quality, 0 = use the detail setting
    All the information can be found here
    https://github.com/Brackeys/Efaround...eReflection.cs
    SSRreflectionMultiplier - Nonphysical multiplier for the SSR reflections. 1.0 is physically based. Range(0f, 2f)
    SSRmaxDistance - Maximum reflection distance in world units. Range(0.5f, 1000f)
    SSRfadeDistance - How far away from the maxDistance to begin fading SSR. Range(0f, 1000f)
    SSRscreenEdgeFading - Higher = fade out SSRR near the edge of the screen so that reflections don't pop under camera motion. Range(0f, 1f)
    SSRenableHDR - Enable for better reflections of very bright objects at a performance cost
    SSRadditiveReflection - Add reflections on top of existing ones. Not physically correct.
    SSRtemporalFilterStrength - Increase to decrease flicker in scenes; decrease to prevent ghosting (especially in dynamic scenes). 0 gives maximum performance. Range(0f, 0.99f)
    SSRuseTemporalConfidence - Enable to limit ghosting from applying the temporal filter.
    SSRtraceBehindObjects - Enable to allow rays to pass behind objects. This can lead to more screen-space reflections, but the reflections are more likely to be wrong.
    SSRhighQualitySharpReflections - Enable to increase quality of the sharpest reflections (through filtering), at a performance cost.
    SSRtraceEverywhere - Improves quality in scenes with varying smoothness, at a potential performance cost.
    SSRtreatBackfaceHitAsMiss - Enable to force more surfaces to use reflection probes if you see streaks on the sides of objects or bad reflections of their backs.
    SSRallowBackwardsRays - Enable for a performance gain in scenes where most glossy objects are horizontal, like floors, water, and tables. Leave on for scenes with glossy vertical objects.
    SSRimproveCorners - Improve visual fidelity of reflections on rough surfaces near corners in the scene, at the cost of a small amount of performance.
    SSRresolution - 0 = full resolution, 1 = HalfTraceFullResolve, 2 = half resolution. Half resolution SSRR is much faster, but less accurate. Quality can be reclaimed for some performance by doing the resolve at full resolution.
    SSRbilateralUpsample - Drastically improves reflection reconstruction quality at the expense of some performance.
    SSRreduceBanding - Improve visual fidelity of mirror reflections at the cost of a small amount of performance.
    SSRhighlightSuppression - Enable to limit the effect a few bright pixels can have on rougher surfaces.
    SSRdebugMode
    0 = None, 1 = IncomingRadiance, 2 = SSRResult, 3 = FinalGlossyTerm, 4 = SSRMask, 5 = Roughness, 6 = BaseColor, 7 = SpecColor, 8 = Reflectivity, 9 = ReflectionProbeOnly, 10 = ReflectionProbeMinusSSR, 11 = SSRMinusReflectionProbe, 12 = NoGlossy, 13 = NegativeNoGlossy, 14 = MipLevel.

    Bloom

    BloomThreshold - Regions of the image brighter than this threshold receive blooming. Increase this value can make this effect only happen on hightlight areas.
    Bloomintensity and BloomBlurSpread are multiplier to the original variables, you can make the effect stronger by setting these values > 1, and weaker < 1.
    https://docs.unity3d.com/Manual/scri...AndFlares.html

    Shadows

    If you select "クオリティ" in initSetting.exe or "Quality" in HSLauncher.exe, shadow resolution is set to very high, and shadow projection close fit. It's possible to improve shadow quality by reducing the shadow distance and adjusting the cascade splits, But take a look at manual before changing these settings.
    https://docs.unity3d.com/Manual/DirLightShadows.html

    MSAA

    This value can be set to either 0,2,4 or 8. But defferred shading rendering path, which does not support MSAA(this is limit of unity engine not defferred shading), is used in most part of the game, so you may not find anything changed when playing with it. If you want to use reshade shaders that require depth information, then set it to 0. Background image won't show up in character maker when MSAA is disabled. So it's an option for reshade enthusiast.

    ColorCorrectionCurve

    Curve = -1 disable the curve
    Curve = 0 use game default settings
    Curve = 1 use custom curve in UserData\curve, specified in CurveName.
    Curve = 2 ColorCorrectionCurve is disabled, replaced with ToneMappingColorGrading.
    CurveSaturation < 1 desaturate, > 1 saturate

    How to create your curve

    Tools you need:
    1.Adobe Photoshop
    2.NVidia DDS Plugin

    First, set <StylePreset>Debug</StylePreset>, enter the game and take some screenshots. Then open your screenshot image in Photoshop add adjustment layers on the image, supported adjustment here is limited to brightness, contrast, gamma, exposure, level, curve. Group all the adjustment layers, duplicate into SampleCurve.psd and move into the "Put your adjustment layers here" group, then save the PSD as 32.32.32.32f ABGR 128bpp(this is important, don't support other format or size for now).

    ToneMappingColorGrading

    This effect is only available when you set curve = 2 in the ColorCorrectionCurve segment, it can do tone mapping, dithering and 3DLUT, which makes ColorCorrectionCurve obselete.
    tonemapper = 0 disable tone mapping
    tonemapper = 1 ACES
    tonemapper = 2 Hable
    tonemapper = 3 HejlDawson
    tonemapper = 4 Photographic
    tonemapper = 5 Reinhard

    3DLUT

    Similar to the curve, but much powerful. Curve is basicly three 1DLUTs which is good at adjusting contrast and gamma per color channel, while 3D LUTs are more accurate and flexible, addition to what 1DLUTs can do, 3DLUT also can do channel mixing and saturation altering, when creating a 3DLUT in Photoshop, you can add anything adjustment layers can do.
    Lut - enable 3DLUT
    LutName - filename in the Userdata/LUT
    LutContribution [range(0,1)] - Blending factor.

    How to create 3DLUTs

    1. Take a screenshot of your game
    2. Import into a graphics editor (such as Photoshop) and apply adjustment layers until a satisfying result has been reached
    3. apply adjustment the same layers to the neutral lut and save as a new lut.png, put it into Userdata/LUT folder.

    other basic color grading adjustment

    temperatureShift [Range(-2f, 2f)] - Sets the white balance to a custom color temperature.
    tint [Range(-2f, 2f)] - Sets the white balance to compensate for a green or magenta tint.
    hue [Range(-0.5f, 0.5f)] - Shift the hue of all colors.
    saturation [Range(0f, 2f)] - Pushes the intensity of all colors.
    vibrance [Range(-1f, 1f)] - Adjusts the saturation so that clipping is minimized as colors approach full saturation.
    value [Range(0f, 10f)] - Brightens or darkens all colors.
    contrast [Range(0f, 2f)] - Expands or shrinks the overall range of tonal values.
    gain [Range(0.01f, 5f)] - Contrast gain curve. Controls the steepness of the curve.
    gamma [Range(0.01f, 5f)] - Applies a pow function to the source.

    DirectionalBackLightIntensity

    A light source used to create rim light effect on characters (vanilla game default value:1.5), if light reflection is too strong on skins, you may want to reduce this value.

    CameraFOV

    camera field of view (vanilla game default value: 23), lower value for less distortion, higher value for immersive.
    • How to create your curve tutorial

    https://mega.nz/#F!WEtgUI6Z!apJrnpsShSPLj2KHDJi5YA
    • Share your presets

    Prepare your directory in this structure, and try to avoid using filenames might be overwritten by a future update.

    Code:
    UserData
    ├─LUT
    │ MycustomLUT001.png (optional)
    │
    ├─curve
    │ Mycustomcurve001.dds (optional)
    │
    └─GraphicSetting
        │  Config.xml
        │  StudioNeoConfig.xml
        │
        ├─Shadow
        │ Myshadowpreset001.xml (optional)
        │
        ├─SSAO
        │ MySSAOpreset001.xml (optional)
        │
        ├─SSR
        │ MySSRpreset001.xml (optional)
        │
        └─Style
             MyStylepreset001.xml (optional)
    • Precautions

    Now the program will guess whether your texture is 4K according to the texture size and coordinates, 1K textures will be upscaled to 4K in the process. But there're rare situations where 4K textures being misjudged as 1K and become extremely big, in this case ADD MINUS SIGNS in the coordinates.
    • Special thanks to

    Stampar Belgar17 - creators of SBX uncensor
    cyberbeing - who made the Quality and Performance Tweaks for HoneySelect in the first place
    Alexae vrl0ver いつプロ - your utility plugins help a lot
    enimaroah - the guy holding the whole modding community together, always improves and adds new functions to SB3UGS for every modder's need
    • Restrictions

    NonCommercial-ShareAlike
    Last edited by plasticmind; 09-15-2017, 05:51 AM. Reason: Add all-in-one link

  • #61
    Hello! Appreciate new update v7. But somehow in this new update all girls have a problem at their neck, the pharynx is way too big for a maiden! You can check the screenshots. May you fix this?
    Spoiler









    Last edited by kobuxxx; 11-20-2016, 01:22 AM.

    Comment


    • plasticmind
      plasticmind commented
      Editing a comment
      That's strange, I only touched textures. I checked the original game, it's already there.
      Spoiler
      Last edited by plasticmind; 11-20-2016, 02:19 AM.

    • kobuxxx
      kobuxxx commented
      Editing a comment
      plasticmind So is it natural?
      Last edited by kobuxxx; 11-20-2016, 02:55 AM.

  • #62
    Very beautiful, thanks for sharing. Ha-ha~~

    Comment


    • #63
      hi , i have a problem that the face doesnt seems to be textured (simple bland color compare to the screenshots you've posted), not sure wether its mod collision or someting im missing .
      any idea what is the problem ?

      Comment


      • plasticmind
        plasticmind commented
        Editing a comment
        Maybe you have wideslider but forgot to run the patch.exe

      • krabby
        krabby commented
        Editing a comment
        thank you , it was some other silly issue eventually .

    • #64
      Im now a bit confused with what Mods i should use cause you deleted things and also maybe dont include others.

      EDIT: The first is cleared the best cf_m_base to use comes obviously with the compatible Pack for Custom Juice, seems the best choice.

      The next is called Face Project V4, it was still avaible 1-2 Days ago and contains 3 Files (cf_m_face, cf_t_face, cf_t_lip) with Dates and Sizes all over the place. The last File for Lips whatever it does isnt included at all anywhere else except in this Face Project. For the other two Files its the same, i cant tell whats the latest, its pretty confusing with the Files from MF, EMF, SBX and this Thread offering Files from the same Project of different update Status.
      Last edited by WeylandYutani; 11-20-2016, 05:25 PM.

      Comment


      • plasticmind
        plasticmind commented
        Editing a comment
        If you want to use this 4K diffuse pack, then face project V4 is not needed, the cf_t_lip_00 won't load in this mod, it's replaced by plastic_lip_00 in the abdata\plastic. cf_m_base from custom juice may cause seam around neck, I'll test it later.
        HF patch is just using an old version, of course Dr Yoshi won't catch up with every updates so soon.
        Last edited by plasticmind; 11-20-2016, 09:28 PM.

      • WeylandYutani
        WeylandYutani commented
        Editing a comment
        Ah ok thanks that sorts the Lip Question. Why should the cf_m_base of the Custom Juice cause Seams ? I thought thats the correct Installation order. SBX Uncensor - 4k Diffuse - Pubic Hair - Custom Juice - Compatible Files of both Folders (Body Maps & Pubic Hair) - Patches. Thats atleast the order what should "if" overwrite things in the right order and as far as i know i need all that to make everything work cause i use everything.

        And yeah i use the EMF Patch after a fresh Game install only for the Translation and the Utilities and then use the latest Mods and update everything. Im not experienced enough to apply everything in the EMF Patch on my own atm so i use that way but i use the latest Mods of course.

        I will maybe do another Installation and uncheck all the SBX, 4K, Uncensor things to do them on my own after that but i need to know if thats the correct Installation order first please, thanks.
        Last edited by WeylandYutani; 11-21-2016, 02:23 PM.

    • #65
      I've spotted another problem at the groin area, looks like there're seams.The VR Kanojo 4K is less visible though.

      Spoiler




      Last edited by kobuxxx; 11-21-2016, 12:49 AM.

      Comment


      • plasticmind
        plasticmind commented
        Editing a comment
        Yeah, I know that, I'll fix it sometime later.

    • #66
      Upgraded my weirdly merged v3/v5 to 7 without an issue, thank you! Also, it seems you reduced the number of files changed, should i assume to make it less based on cyberbeing's tweaks? My final question is if this mod conflicts with SBX1.3, or what files from it should i not let the update overwrite.

      Comment


      • plasticmind
        plasticmind commented
        Editing a comment
        You can update to SBX1.3, then copy the files in abdata/chara from my mod to the game folder.

    • #67
      I just got the chance to port over your 4k normals. Currently i have them loading without the diffuse texture under overlay mode, just loads the normals. Tell me how you want to proceed.

      Comment


      • plasticmind
        plasticmind commented
        Editing a comment
        I'm hoping you could make skinTexmod overlay mode working with this modded Assembly-CSharp.dll.
        I think what I break the skinTexmod overlay mode is the change I made in CustomTextureControl.Initialize

        this.createTex = new RenderTexture(width, height, 0, RenderTextureFormat.ARGBHalf);

        So the texture skinTexmod retrieved from the game with this modded Assembly-CSharp.dll is in ARGBHalf, you can add ARGBHalf support to skinTexmod, then the overlay mode will work with my mod.

      • Alexae
        Alexae commented
        Editing a comment
        you are free to edit the mod like cyberbeing did to add support for your mod and release it.
        Edit:
        if you cant get to it; can you direct me to the package to install so i can test out the new changes.

        Edit2:
        heres the 4k normals i adjusted to work with current skintexmod
        https://mega.nz/#!WcNAiICB!w6w90Y5qW...ywZuSI5uJ2bYsQ
        Last edited by Alexae; 11-23-2016, 05:09 PM.

    • #68
      I introduced this today.
      I worried about skin matter, and but this settled a problem.

      Thank you very much!ありがとう!

      Photography becomes more fun. I'm happy!
      Spoiler

      Click image for larger version

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ID:	5739460

      Comment


      • #69
        i give up man this mod don't work at all

        https://s15.postimg.org/hmojb4l7f/ski1.jpg

        HoneySelect\abdata\list\characustom

        https://s15.postimg.org/ki1mhzp7f/ski2.jpg



        Image removed.

        Comment


        • plasticmind
          plasticmind commented
          Editing a comment
          You don't have any file from my mod, Did you really install it?

      • #70
        It is important to store no additional list files or backups in any subfolder of abdata\list. The game finds them everywhere and gets confused.

        The folder abdata itself should contain no backups of AssetBundleManifest files (the ones without extension). E.g. a file named add06.bak0.none would still be read by the game!

        Comment


        • #71
          ok i give up .. 3 fresh installs nothing changed the tanlines wont get fixed. time to seek help ^^! . any way to fix this ? or maybe is supposed to look like this idk... ive got the sbx 2 unc

          Comment


          • plasticmind
            plasticmind commented
            Editing a comment
            Lower the transparency can help, I don't know how to fix this, the vanilla sunburn also has the problem.

          • roy1102
            roy1102 commented
            Editing a comment
            It work ....ty

        • #72
          Just want to say great mod ^^ and thanks for bringing it to us !

          Comment


          • #73
            plasticmind, could it be that the back in the area of the spine has a yellowish tint, or just happens to me?

            Comment


            • plasticmind
              plasticmind commented
              Editing a comment
              You can use the vampire skin for now, maybe I did something wrong.

            • plasticmind
              plasticmind commented
              Editing a comment
              I've fixed it, but that'll result in red tint over the whole body, if people are only sensitive to purple tint and yellow tint, then it'll be good enough.

            • eddie297
              eddie297 commented
              Editing a comment
              It is not a big problem, it is only very noticeable in the creation screen. It's good to know that it did not happen to me alone, thank you for responding!

          • #74
            Need your assist here please:

            http://www.hongfire.com/forum/forum/...64#post5741364
            «Where the war is more decent than sex — there always will be a bloodshed.»

            Comment


            • #75
              Beautiful texture work! Thank you very much. Just a note I needed to install v.5 before v.7 to get it working.

              Comment

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