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Honkai Impact 3 package
Lvoxx edited this page Apr 14, 2024
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The materials in Honkai Impact 3 consist of corresponding parts for each object:
- Body
- Hair
- Head
- Weapon
- Eyes
- Emoji
- Stigmata (Kiana back or something else ends with _back)
Among them, there are special textures:
- Lightmap: used for color logic such as color layering assignments, editing ramps, special masks for highlights, etc.
- Colormap: used for special color partitioning for emotional interactions.
- Faceramp: used for clean face ramps.
Due to the lack of synchronization among all HI assets, I suggest you to use additional default LSCherry nodes.
Elysia Maid:
Vill-V:
- Import your HI3 models.
- Set background:
- Set actual world color, value to 0. Or value under 0.4.
- Set main Sun strength to 5
- Set sub Sun child to main Sun and set the strength equal to 1/3 of the main Sun (Optional, if you really want SSS assign to the contact shadow).
- Drag the Cherry object into your's world.
- Set up the materials.
- Search for "HI3: Build Hair Package" and "Toon Core" (if you're using Dot, search for "Toon Dot" instead).
- Drag the Hair Base, Lightmap textures and Toon node to "HI3: Build Hair Package" connect to the corresponding socket.
- Connect "Hair Ramp UV" to The Hair ramp texture Vector.
- Connect ramp texture to "Shadow, SSS, Rim ligth, Custom Ramp" socket. If the Ramp texture provided includes an RGB format, connect all nodes as instructed. However, if you want to customize the color to your liking, do not connect to that socket.
Using ramp texture color
Custom color and using the ramp only
Note: SSS is disabled in Custom Ramp
- Make An Axis call "Face Ramp".
- Make 2 sub axis point (Fy - Point in the direction of the face, Fx - Point in the perpendicular direction of the face) and parent them to the "Face ramp" Axis. Fx(0.01, 0, 0); Fy(0, -0.01, 0)
- Parent "Face ramp" to head bone.
- Assign "LSCherryProvider" geometry to the face object. Pick the corresponding object to geometry node;
- Connect the corresponding textures to the sockets as shown in the show case below. Register the corresponding geometry attributes in the modifier.
- Connect the corresponding textures to the sockets as shown in the show case below and assign the color you like.
- Make an outline material, any where in the file. If you want to synchronize the outline, use the "Add Outline" node. If you want to assign a separate outline color for each part, use the "Add Outline From Lightmap" node. Remember to change the shading mode.
- Assign Geo modify to the object and adjust the ratio and max thickess you want to.
Example:
- Ratio: 0.0009
- Max Outline Thickness: 0.0008
No build-in yet.
Unknown bug yet. Please report it to repos's issues.