mikeriko
Member
- Aug 21, 2021
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scrotum slider but it aint perfectis there any way to get a futa without balls? I'm using the alt-futa plug-in atm.
scrotum slider but it aint perfectis there any way to get a futa without balls? I'm using the alt-futa plug-in atm.
Some don't create appeareances files or looks files.... They share just model in a scene. There isn't a standard model system in VAM like in HS2. It's normal for some VARs (that you expect to have looks) to only have a scene in them. Some have an appearance preset. Some have look presets. Some have all combined.I know this was super long ago. But I cannot figure out how to get the characters hair to save with this method. It seems like every character that you download is a scene in that ingame download section, and you cannot add them into scenes, Using this metod works, but they have no accessories or hair.
Yea, I've been exploring and hitting buttons to try and figure out if I can attach said custom assets to the character. Cause I've seen other looks with hair and accessory models that are attached to the .var character file. And in some scenes, I cannot even select the accessories for some reason, where others I can. Its strange. I guess I just have a lot more testing and exploring to do. Thanks for the help.Some creators do models as scene bc the model has accessories which are CUAs (custom unity assets) as separate atoms, rather than vam clothing or vam hair. So the "character" is a mix of atoms, not just the person atom.
No but thanks for pointing me to that addon, looks very useful. I'll download the free version and explore it a bit.Are you using browser assist?
VAM is more like a game engine than a game. People use it in various ways. For example there aren't really 'accessories' in VAM.... To you something looks like an accessory but it can be a piece of clothing (best case scenario), it can be a CUA custom unity asset or it can be some vam atoms linked together. There's cases where hair items are used as accessories too. It's different ways to achieve something visual. So to save 'characters with accessories' is not really a thing in VAM how you might expect.And in some scenes, I cannot even select the accessories for some reason, where others I can. Its strange. I guess I just have a lot more testing and exploring to do.
The male morph slider right? I've messed around with them but the best I got were tiny flat balls that look ridiculous.scrotum slider but it aint perfect
ding ding ding.... yea personally i think alt futa is like the way to go which u already triedthe best I got were tiny flat balls that look ridiculous.
Sucks. Holding out and praying to the goon gods for that bible black futa styleding ding ding.... yea personally i think alt futa is like the way to go which u already tried
Vam's lighting is very primitive, its basically unity's URP without any new modern techniques like Global illumination, AO, SSS etc.Hi
i'm trying to figure how to use proper lighting in my scenes, I know you could use the light rig as subscene but I want more information specially the point and spot lighting. How do I know how to position the lighting (for both atoms and lighting the assets and the scene in general.
same process as i outlined. add a subscene and add lumination plugin to it. then "add light from scene" in the UI and save the subscene. now you can load this in any scene. any atoms parented to subscenes can be loaded this way.My second question there are scenes that do not use light rig subscene, and I wanted to use those scene lighting in other scenes, is there a way I can save those lighting as single unit (similar to light rigs) or any other way to make it easier instead of using the original scene and then adding assets and environments. (Currently I'm using this way however this crates problems that the whole assets gets dark and doesn't show other than large pile of shadows)
Thank you for this elaborate explaination, even in vam forums they won't answer in this detailVam's lighting is very primitive, its basically unity's URP without any new modern techniques like Global illumination, AO, SSS etc.
Heres is a shortish guide on how i setup lighting.
First lets remove vam's stupid light limit. By default vam will disable shadows if you add more than 6 lights. open perfs.json in vams root and increase pixelLightCount to something like 20.
Now lets start with lighting characters, since that's the most important one. Using lighting rigs is the best way to light characters. A lighting rig is basically different lights parented to a subscene. it becomes 1 unit which then can be saved like this,
you can then load this subscene in any scene easily.You don't have permission to view the spoiler content. Log in or register now.
To make adding and positioning the lights easier useYou must be registered to see the linksplugin. Add it to subscene first then use its UI to add lights, it will automate the whole parenting process.
Now positioning the lights. this part takes some experience to achieve something that looks good, but generally you follow something like this
obviously vam shitty lighting wont look like that. a guide like this is more suited for raytraced lighting like daz iray or blender cycles. but it gives you a good idea about positioning lights. in vam I mostly use spot lights. spots lights have better looking shadows compared to point lights and also has less performance impact.You don't have permission to view the spoiler content. Log in or register now.
set it up something like this. more lights you have more it will affect fps, 3 is a good middle ground.
now lets add postprocessing. vam by default looks kinda dull and weird, this is mainly due to poor color grading and complete lack of other effects. we can useYou don't have permission to view the spoiler content. Log in or register now.You must be registered to see the linksandYou must be registered to see the linksto fix these. You can find many LUTs on vamhub, download and load them in postmagic. But I personally just use reshade for all my postprocessing needs. you can use reshade for all sorts of things like GI, AO and even screenspace raytracing, but lets focus on colorgrading for now.
I use martymods regrade for colorgrading. I just tweak contrast and tonecurve.
you can also use AO shaders. there are plenty to choose here like rtao, completeRT, all paid but you can find them on cs.rin.ru. From my experience they all need to be tweaked per scene to look good. they work fine for other games but something about vam cause them to look not as nice. and they eat lot of fps too. I personally dont use any rt shaders, but i like mxao. AO adds contact shadows which grounds characters and objects in the scene. without it objects will look like they are floating. i also use some other shaders like for bloom, but regrade and mxao are the most impactful imo.You don't have permission to view the spoiler content. Log in or register now.
now outdoor lighting. there is no easy setup for this. you can add more lights, but thats gonna decrease performance. i generally avoid outdoor scenes but if you really want to, try this.
if still not satisfied the only other way i know is to bake lighting in unity with GPU lightmapper (or other baking methods). pain in the ass but the results generally look nice.You don't have permission to view the spoiler content. Log in or register now.
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same process as i outlined. add a subscene and add lumination plugin to it. then "add light from scene" in the UI and save the subscene. now you can load this in any scene. any atoms parented to subscenes can be loaded this way.
also if you are lazy to do all these just yoink some nice looking ones from monstershinkai or some other creators.
where do you put the location on vpn?without vpn now the hub is not working correctly.