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Bug report: Rim Light Mix Incorrect #512
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The light information is required for the correct mtoon rimlight, but it is currently unavailable. I would implement the implementation to obtain light information. |
This makes sense. Thanks for the link to #515. In the meantime, will you mute or remove those two nodes because they give worse results for lookdev than if they are muted? |
Forward render emulation in a deferred rendering pipeline ~~ wow, that will be impressive if you can do it! I did this with only direct lights in Unreal, which was already difficult. All those other light types will be a lot of work. 頑張って💪🏻 |
Thank you for your help. Those two nodes will be muted in the next version. I won't mute all the inaccurate nodes, because most of them are currently inaccurate. |
The latest version 2.20.64 disables rim lighting mix factor nodes for now. |
The below two nodes in your rimlight calc produce incorrect results:
Muting the resolves the problem.
To Reproduce
Expected behavior
I expect a result that matches between blender and VRM app.
Screenshots
Desktop:
Additional context
This problem is made worse when you consider that the addon re-appends the latest material nodes any time it is installed or updated. So if I make a tweak to fix this in the material of the file locally, it will get overridden by the append operation on next launch. Not everyone will know how to go into the source folders and adjust the material there.
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