Content-Creator for VRChat/Unity Discord: docme I like math + code = shaders Got my Bachelors in Comp-Sci and AI.

Germany
Joined July 2019
Include

Only show posts containing:

Exclude

Hide posts containing:

Time range
-
Minimum likes
both users have to be on open beta for now. Once vrchat released it, everybody can see it that shows ur avatar.
24
So people don't get distracted.
1
73
Are you on the open-beta release of VRChat?
1
13
You can find the button/path to the settings.json under the settings menu in both VCC and ALCOm.
28
It is a pre-release package. idk how to enable it via the UI, but go to settings.json in VCC/ALCOM and then replace: "showPrereleasePackages": false, with "showPrereleasePackages": true, with any editor of your choice and restart VCC/ALCOM
1
118
That's a bit confusing, you are right. The toggle is built at upload, and it only does something when a clothing material also has Skin Touch ticked which mesh counts as clothing is detected automatically). I will make it give an info when there's nothing to switch and lets you mark clothing in the material or component by yourself, then it won't be confusing anymore.
11
Of course! I already had this in there in the first version. You could create a map for each body part. But after thinking about it wasn't that good of an idea...
1
46
The presets are just custom settings for the whole material. You are right the preset naming doesn't make sense like that. If you got an idea for proper preset names that won't confuse people, am open for feedback! (Softskin, Roughskin, Leather?) People would have to make masks for different areas of the skin.
1
216
Will do thenn, you even said plz
1
35
I uhm made it for hands... but maybe in the next update? :D
1
1
275
Replying to @LittleDragox
That’s for the 2nd version. Could do it with masks.
1
1
29
Replying to @flexuhVR
Yes it works with self collision, check out the settings on booth. When its turned off it costs no performance. It comes with Modular avatar and its own installer for toggles.
2
408
Skin Touch is out as a Poiyomi module, free on BOOTH. Your homies' hands can now dent your soft skin and clothes in VRChat, fingers and all. 💯 docme.booth.pm/items/9045187 Thanks @zanariyo for the testing.
10
249
16
2,440
48,505
Replying to @GlitchTheFox
Only the one being touched.
1
63
Replying to @inner_concerns
Mine is "simpler" on purpose. Material Contacts give the shader the 8 nearest hand sensors every frame. It rebuilds each hand from them (palm plus three-bone fingers, scaled to each player's measured hand) and computes the dent per vertex and pixel, with no state between frames. - Clipping through clothes: mask it, or give the clothes the same effect and adjust the settings, with the body sinking slightly more. It can and honestly will clip a little on tight layers. - Metric units: everything is in cm on the avatar's scale: dent depth, flesh thickness, softness, and the hand size measured from each player's sensors. - Anatomy: per-material depth, flesh thickness, pile-up and folds, presets per body part, plus a mask for parts that should give more. Masks for every property could come later. - Jiggle, recoil, impulse, prediction: these need memory between frames. That's possible with a CRT buffer holding the last frames, so it's planned for a later version, as an option because of the performance cost. - Natural, non-snappy behaviour: touches blend smoothly into one dent, and when more hands come close than the 8 slots hold, the farthest fade out instead of popping. - Several people at once: the player id in each contact keeps everyone's sensors apart, so a finger never attaches to someone else's palm and two hands stay two dents. - Math: the squish is based on Hertz contact theory (how a round object presses into an elastic surface), adapted for flesh over bone and capped at the dent depth. It's honestly a sophisticated process to make this look good, since the shader only gets each sensor's position and rotation, not its shape or size. I'll write a lesson/article about it in the future. If you want to read about Material Contacts (there is also one for CRTs), but it sounds like you already know enough :D docme.dev/articles/material-…
30
DocMe 🎈🎨 retweeted
Poiyomi Contact Receiver Tutorial and Demo. I worked super hard on this one. I wanted it to be simple for people without removing power from power users. Don't forget to show me what you make with it!!! Examples in first comment
16
99
4
1,140
32,931
Replying to @inner_concerns
What were you dissatisfied with? Maybe I can answer it more precisely then c:
1
1
17
Replying to @TailledT
Answered it here: xitter.cf/DocMeVR/status/2113798… But its not fully finished yet.
Replying to @_ViolaLayne_
As promised: These are from my own tests in Unity (not in game yet), RTX 5070 Ti at 1080p, in the worst case: the avatar's skin filling your whole screen. For scale, a frame at 90 fps has 11 ms. It adds no polygons, meshes or materials, only 1 to 4 contacts. The avatar's owner can also switch to a lighter setting that roughly halves the cost. On the Tessellated version it's cheaper than plain Tessellated, because it only splits the mesh near hands. Compared to normal Poiyomi Pro it still adds a little.
3
233