Quick Start Guide - ReForge-MMD/ray-mmd-reforge GitHub Wiki
Quick Start Guide
This guide walks you through setting up a complete Ray-MMD ReForge scene in MikuMikuDance (MMD) from scratch.
1. Prerequisites
- MikuMikuDance (64-bit recommended): MMD v9.26 or higher.
- MikuMikuEffect (MME): Ensure
MMEffect_x64.dllis installed in your MMD root directory. - GPU Drivers: Updated graphics drivers supporting DirectX 9 / Shader Model 3.0.
2. Setting Up the Base Engine
-
Load the Main Effect (
ray.x):- Drag and drop
ray.xfrom the main Ray-MMD folder into MMD, or load it viaAccessory Manipulation->Load. - Note: The screen will initially appear black or flat grey until lighting and skybox are configured.
- Drag and drop
-
Load the Modular Controllers (
LightingController.pmx,CameraController.pmx, etc.):- In Ray-MMD ReForge v1.21.0+, the monolithic
ray_controller.pmxhas been completely decommissioned in favor of a specialized Modular PMX Controller Suite. Load the controllers you need viaModel Manipulation->Load:LightingController.pmx: Direct sunlight, ambient multi-light scaling, SSAO, SSDO, SSSS, and SSGI multipliers.CameraController.pmx: Cinematic lens Depth of Field (aperture F-stop, focal length, focus distance, iris blade count), optical dispersion, and vignette.BloomController.pmx: Independent bloom threshold, radius, and HSV grading.FogController.pmx: Physical dual-layer exponential height fog, volumetric godrays, mist noise, and wind dynamics.
- (Note: Legacy scenes using
ray_controller.pmxretain universal fallback bindings for backwards compatibility).
- In Ray-MMD ReForge v1.21.0+, the monolithic
3. Setting Up the Skybox / Environment Lighting
Ray-MMD is an image-based lighting (IBL) renderer and requires a skybox for ambient reflections.
- Open any skybox folder inside
Skybox/(for example,Skybox/Helipad GoldenHour/orSkybox/Time of day/). - Load the
.pmxmodel (e.g.Helipad GoldenHour.pmxorSky with box.pmx). - Open the MMEffect window (top right button in MMD):
- Go to the
EnvLightMaptab. - Right-click the skybox model and select
Set Effect. - Assign the corresponding lighting shader (e.g.
Sky with box.fxorTime of day.fx).
- Go to the
4. Assigning Materials to Models
- Load your character or stage
.pmxmodel into MMD. - Open the MMEffect window:
Maintab: AssignMain/main.fxto your model (orMain/main_alpha.fxif the model has transparent parts).MaterialMaptab: Assign appropriate materials from theMaterials/folder to each material subset of your model:- Skin:
Materials/Skin/material_skin.fx(ormaterial_skin_beige.fx, etc.). - Hair:
Materials/Hair/material_hair.fx. - Eyes:
Materials/Eye/material_eye_anime.fxormaterial_eye.fx. - Clothing / Fabric:
Materials/Cloth/material_cloth.fx. - Metals:
Materials/Metallic/material_metal.fx. - Glass:
Materials/Transparent/material_glass.fx.
- Skin:
5. Adding Sun and Additional Lights (Optional)
- Sun Light (Directional):
- Inside
Lighting/DirectionalLight/, loaddirectional_light.pmx. - In MME ->
LightMaptab, assigndirectional_lighting.fx. - Rotate the light bone in MMD to change the sun angle.
- Inside
- Point / Spot Lights:
- Load
point_light.pmxorspot_light.pmxfrom theLighting/directory. - Assign
point_lighting.fxorspot_lighting.fxin theLightMaptab.
- Load
6. Adjusting Scene Parameters via Modular Controllers
Select the respective controller in MMD and use the facial morph sliders:
LightingController.pmx
- Sunlight (
SunLight+/SunLight-): Boost or attenuate direct solar irradiance. - Multi-Light (
MultiLight+/MultiLight-): Scale analytic point/spot/area light contribution. - SSGI (
SSGI+/SSGI-): Increase or decrease screen-space indirect diffuse bouncing. - Ambient Occlusion (
SSAO+/SSAO-,SSDO+/SSDO-): Adjust crevice shadowing depth. - Subsurface Scattering (
SSSS+/SSSS-): Scale skin scattering diffusion.
CameraController.pmx
- Depth of Field (
Fstop-,FocalLength+,FocalDistance+,FocalRegion+): Cinematic optical bokeh blur and focus plane calibration (TestMode,MeasureMode). - Vignette & Dispersion (
Vignette+,Dispersion+,DispersionRadius+): Lens edge darkening and chromatic aberration.
BloomController.pmx
- Bloom (
BloomThreshold,BloomRadius+/BloomRadius-): Control the soft glow around highlights. - Color Grading Bloom (
BloomColorAllH,BloomColorAllS,BloomColorAllV): Tint the bloom effect across the spectrum.
FogController.pmx
- Fog & Ground Mist Density (
FogDensity+/FogDensity-,GroundDensity+/GroundDensity-): Scale atmospheric haze and low-altitude ground mist layers independently. - Volumetric Godrays (
Godrays+/Godrays-,RayDensity+/RayDensity-): Adjust directional sun light shaft intensity and raymarch sample density. - Sun Tint & Scatter (
SunR/G/B+/-,MiePhase+/-): Color-tint solar scattering and modulate Mie forward phase lobe asymmetry. - Mist Noise & Wind (
MistNoise+/MistNoise-,WindSpeed+/WindSpeed-): Add 3D procedural mist turbulence swirls and modulate animated wind drift.
[!TIP] Additional Specialized Controllers:
ColorGradingController.pmx: Load into scene for full linear HDR 3-way split-toning (Lift/Gamma/Gain), 2D white balance (Temperature/Tint), Vibrance, and cinematic presets (Teal & Orange, Bleach Bypass, Cross Process, Monochrome).SkyVisibilityController.pmx: Load into scene to dynamically balance macro ambient occlusion under roofs, bridges, and covered geometry (Snowdrop Engine).SSRDebugController.pmx: Real-time diagnostic visualization of SIMD SSR raymarching (Steps, Confidence, Roughness, Normals).CausticsController.pmx: Directional underwater wave caustics height, intensity, and ripple speed.DebugController.pmx: Real-time viewport diagnostics for G-Buffer, PSSM Cascades, ShadowMap, and SSGS raymarching.