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Help ME! by lovemelikeatomato Help ME! by lovemelikeatomato
this happens when I load in NCHLShader2
(yes I took away all the spas/sphs)

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MMD
Me for model
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:iconvasilnatalie:
vasilnatalie Featured By Owner Jul 12, 2016
There are a number of potential issues.

Make sure that all materials are double-sided and self-shadow.  Make sure that all materials have an explicitly defined texture.  These can create issues.

Make sure that all materials have the same values for diffuse, specular, and ambient settings.  This can lead to discontinuous color, as these values are handled differently in NCHL.

Regarding the general darkness, the simplest solution is to increase ambient or soft light settings.
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:iconlovemelikeatomato:
lovemelikeatomato Featured By Owner Jul 13, 2016
thanks for the help,I fixed it =D


I'm really having trouble making it brighter TT-TT
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:iconvasilnatalie:
vasilnatalie Featured By Owner Jul 13, 2016
Getting good lighting with NCHL can be really challenging because there are so many different variables to tweak.

Textures: Should be obvious, but you're never going to be able to make a dark texture bright.  I also use additive sphere maps on most of my materials, which increases their overall brightness.
PMXE Materials: I tend to use diffuse values of 1,1,1, ambient values of 0.7,0.7,0.7, and specular values of 0.5,0.5,0.5.  All of these affect brightness.
Material definitions: Default values on something like basic.fx tend to be okay, but min and max shading can have a strong effect.  Usually, 0.0 min and 1.5 max are good.
Ambient Lighting: The RGB values affect brightness, so try 100/100/100 to start.  I usually use an Si of around 4.
Soft Lights: Both A and B softlights will increase brightness.  I often use an Si of 3-4 for each.
Main light: Especially with some specular, the main light should be the, umm, main lighting.  Depending on how much contrast I want with ambient, I sometimes use it at a default 164 all, and I sometimes take it all the way to 255 all.
Backlight: A good way to get some directional light if your want a strong main light (hence strong specular) in combination with an overall well lit scene.  RGB affects brightness again.  Si of 4-8 is usually good for this purpose.
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:iconlovemelikeatomato:
lovemelikeatomato Featured By Owner Jul 13, 2016
thank you so much!
I've copied it into a notepad for reference =D
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:iconzerevinanatalia:
ZerevinaNatalia Featured By Owner Jul 12, 2016
You can look for the tutorial here on DA, I'ts really helpful
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July 11, 2016
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