Troubleshooting & FAQ - ReForge-MMD/ray-mmd-reforge GitHub Wiki
Troubleshooting & FAQ
Frequently asked questions and solutions for common setup issues in Ray-MMD ReForge.
1. Common Issues & Solutions
Q: The screen is completely black after loading ray.x.
- Cause: Ray-MMD requires an active Image-Based Lighting (IBL) environment or sun light to illuminate the scene.
- Solution: Load a skybox from the
Skybox/folder (e.g.Helipad GoldenHour.pmx) and assign its lighting shader in MME ->EnvLightMaptab.
Q: Models look grey or lack reflections.
- Cause: The model does not have
main.fxor material shaders assigned in MME. - Solution: Open MME:
- Assign
Main/main.fxto the model in theMaintab. - Assign appropriate material shaders (e.g.
material_skin.fx,material_cloth.fx) in theMaterialMaptab.
- Assign
Q: Anime eyes look dark or reflections curve inward (sunken look).
- Cause: Anime eye meshes are typically modeled with concave geometry.
- Solution: Assign
Materials/Eye/material_eye_anime.fxto the eye material subset. This shader enablesCONVEX_NORMAL 1, which mathematically inverts the curvature into a convex reflective dome.
Q: Low FPS or performance stutter.
- Solutions:
- In
ray.conf, setSUN_SHADOW_QUALITY 2orSUN_SHADOW_QUALITY 1. - Set
GI_QUALITY 2or switch toGI_ENABLE 1(Accent mode). - Ensure MMD is running on your dedicated GPU (Nvidia/AMD) rather than integrated graphics (Intel HD/UHD).
- In
Q: Transparent accessories (glasses, veils, ribbons) disappear or render black.
- Solution:
- Assign
Main/main_alpha.fxinstead ofmain.fxin the MMEMaintab. - In MMD's model order list (Model Manipulation), ensure transparent models are loaded after opaque models.
- Assign
Q: Looking through car windshields or glass from an interior cockpit camera causes dark borders, distorted background, or missing skybox.
- Cause: Automotive models in MMD typically contain nested, multi-layered, or single-sided window geometry (tint mesh, inner glass, outer glass). In deferred rendering, refractive alpha passes cannot resolve complex interior-to-exterior nested transparency without forward depth peeling.
- Solution: For interior cockpit shots, in MME ->
MaterialMaptab, right-click the vehicle's window material subsets and assign a transparent null material, hide the subsets in MME, or set their alpha to 0 in PMX Editor. This removes nested occlusion artifacts and gives crystal-clear interior views with complete SSGI, atmospheric fog, and Time of Day clouds.
2. Frequently Asked Questions
Where is ray_controller.pmx? Which controllers should I load for a basic setup?
- Why the change: In Ray-MMD ReForge, the monolithic
ray_controller.pmxwas decentralized into modular controllers. Distributing functionality across dedicated controllers ensures that when new shader features are added, they receive dedicated controls without cluttering or destabilizing a single massive controller. - Basic Setup: You do not need to load all 9 controllers. For a complete standard setup, load only these four controllers:
LightingController.pmx(Sunlight, SSAO/SSDO, SSGI/SSPT, SSSS, MultiLight)CameraController.pmx(Depth of Field, Vignette, Chromatic Aberration)ColorGradingController.pmx(Exposure, White Balance, Lift/Gamma/Gain)FogController.pmx(Atmospheric & Ground Fog, Volumetric Godrays)
- Optional Controllers:
BloomController.pmx(if bloom needs fine-tuning),SkyVisibilityController.pmx(for covered macro AO), andCausticsController.pmx(for water caustics) can be loaded as needed.
Is Ray-MMD ReForge compatible with materials from Ray-MMD 1.5.2?
Yes, 100%. All existing .fx and .fxsub material files, maps, and texture sets designed for Ray-MMD 1.5.2 work out-of-the-box in ReForge without any modifications.
How do I update my existing scene to ReForge?
Simply replace your old Ray-MMD folder with the Ray-MMD ReForge folder, or point your MMD accessories/shaders to the ReForge directory.