Today I'll be releasing a built-in penetration system for Poiyomi Pro 8.1 It works with all existing DPS avatars.
There may be bugs so come help test and cover your carrots in dip :)
Poiyomi 8.1 has gotten a ton of new features and improvements over the past few weeks but we haven't been posting enough cool videos.
I'm going to try and go through what's been done and post a bunch this week!
I was messing around with my avatar and I did something neat! It's "Truchet Tiling" in the special fx part of the shader but I stacked materials and made a floating layer.
The newest patreon build of poiyomi now supports auto locking on upload with both
#ChillOutVR
&
#vrchat
If all goes well with the chillout stuff I'll push it into the public build of poiyomi toon soon.
Today we tried networking animations from one avatar to another using OSC. It's networked outside the game so it even works when we're in different worlds.
I'm so used to seeing stuff like this in VRChat that it's become normalized for me, but honestly, I'd be blown away if I walked into a room like this in a regular game with audio-synced platforms, avatars, and a ray-marched audio-synced sky haha.
Take a step back sometimes and
Finally got a chance to get geometry and tessellation shaders working properly as 8.0 modules. I was testing with a geometry dissolve shader and it turned out pretty neat.
(WIP)
If you ever want to slap a texture on like a sticker then decals are what you're looking for. Poiyomi supports up to 4 decals which can be individually positioned, rotated, and scaled.
Decals are great when your textures are atlased but you still want a spot to be high res.
Poiyomi 8.0 presets are awesome! Presets are stored in materials that anyone can create and share. They can be previewed, stacked and undone before applying them.
Here's a sneak peek of the few I've made already.
Vertex glitching isn't a new feature, but it is one a lot of people don't know about. If you're making a hologram or something like that this can be a cheap and easy sci-fi effect to use.
Flipbooks are an easy way to put gifs on your avatar. You can use a gif or a set of images. Flipbooks can be positioned, rotated, and scaled on their own just like decals.
You can manually control the frames with animations as well making flipbooks super versatile.
Updated the shader to support the "Oriface" part of
@RalivDev
's shader. It uses blendshapes to modify an object's geometry as something enters it. Now someone go make an avatar that can pick its nose :)
People constantly DM me about ripping, telling me not to go to public worlds.
Do this:
Enjoy yourself and have fun in the game you enjoy. Don't worry about people taking your model. Instead, just have fun and come hang out with me in The Great Pug :)
Glitter in 9.0 has visual upgrades as well as audio link support.
In example video:
Sparkles on the treble
rotates, spins, brightens and gets bigger on the bass
Thinking out loud:
Poiyomi's shading modes are great, but they don't always mix well. In 8.3+ I want to make it easier to choose different shading styles without the final look seeming mismatched.
I always want to use the cool cloth shading because it looks amazing but the
poiyomi 8.0 has an option to make matcaps double sided. This makes the image show up on both sides and no longer follow your camera.
The video is a camera rotating around the model not the model rotating.
Doing some R&D for 9.1 while 9.0 gets finalized. Got the ProTV3 video texture working with decals. I look forward to seeing what people do with this once it's done.
9.0 beta bug reports are slowing down and it's almost ready for full public release.
I'm excited to be done with it so I can work on fun effects and not just polish and bug fixes. I want to do hair strand emissions in 9.1
We worked with lilxyz a long while ago to implement liltoon lighting in poiyomi.
For a really close fit just set these settings to match lil toon lighting. Then use this preset to make it so you never get too bright in worlds.
The best part about VRC updates are the gamer detectives who come out and fearmonger with the ToS
Scary things like vrc tracking your eyes and body movements just to update your avatar on the screen
Here's a spookier one. They record your voice and send it to other players.👻
Vertex AudioLink is super undervalued. I added a 20-degree rotation on the bass hits and got AudioLink head bobbing. Think outside the box, and be creative!
We got some very significant material locking speed improvements coming in one of the next versions of the
@poiyomi
shader.
Locking: ~1s / Material
Unlocking: Almost Instant
The next patch will bring a lot of versatility to the Grabpass shader. Currently, there are a lot of limitations due to how lighting and alpha are handled, but soon, you'll be able to do so much more.
Just finalizing booth examples. I'm trying to keep the audio link simple but use a few different things so people can learn. (Emission won't be this bright in-game)
Left to right:
liltoon
poiyomi with liltoon-style lighting
poiyomi lighting setup
poiyomi with simple AudioLink
We've been slowly converting all the popular booth models to poiyomi toon 8.1 and have noticed no matter the skill or popularity of the artist most are definitely lacking in fundamental shader knowledge.
I'm going to start making super short videos that cover common problems.
The material packs are up on
Each one comes with 3 prefabs
1. Matches liltoon as close as possible.
2. Same as above shading but higher quality light maps and better matches world lighting.
3. Same as the last, but it also has Audiolink fully setup.
The newest version of poiyomi automatically removes all unused textures from the final upload. You no longer have to worry about random textures being left in slots you aren't using. Smaller download sizes!
(random picture because text posts get no views)
You can randomize textures in poiyomi with stochastic sampling. Tiling a lower res texture until it looks incredible sometimes results in super obvious repeating patterns, but with a few clicks and a lil performance loss, you can make it look really great.
This isn't related to poiyomi, but if you want really high-quality tiled normals that don't look like artifacts and sandpaper when you move away, consider using fade to grey in the mipmap options so they fade out when you shouldn't see them.
Audio link integration is coming along. Should have something out in the Patreon build by Sunday.
This will let you sync various parts of the shader to the world's audio if the world supports it.
Working on my cute Halloween zombie girl and the clothing dissolve turned out really nice so I thought I'd share it.
Special thanks to
@jingo_1016
for the Imeris model.
If you're using The Avatar Studio and your avatar seems dark, you've either changed your additive settings, you're using things like pcss which may alter how you receive additive lighting, or you're just on an old version of the shader.
Along with all the new features for grabpass in 9.0 there finally comes a fix for blur and refraction consistency at different ranges.
It looks so good now! I'm so happy it finally works the way I've always wanted it to.
I seeing a bunch of posts saying FFFXIV's new lighting is worse because the faces don't have specular reflections. You have to actually face the sun now. Welcome to proper lighting.
This is why everyone in VRChat uses matcaps.
Facing away from sun | Facing sun
I sincerely hope a system like this is never implemented. I play this game because I love seeing what people make and making things for people.
Seeing half the players in the game as default avatars because I'm not their friend would entirely ruin the only reason I play this
The Free Poiyomi 9.0 beta has begun. For now, the download is only in , so we can get quick reports and squash bugs.
When upgrading from 8.X to 9.0 there'll be a button to fix any settings that've changed. If you don't see it then just click the shader
I upgraded the hue shift to consider the human perception of color. I'll include screenshots in the comments, but at a glance, you can see that the left side maintains brightness and saturation much better. The right side loses so much data that you can't even see the texture at
The Toon shader is finally up on booth. If someone fluent in Japanese and English wants to help me translate the first two sections that would be much appreciated :)
This is a super basic example of using the poiyomi AudioLink integration. You can use maps to better define how it works.
I'm releasing a simple version today that lets you pick basic effects and audio bands to use. The plan is to expand it based on user requests.
8.2.017 is out for $10+ patrons. This includes cool decal placement tools, geometric dissolve, and more.
I'm going to fall asleep now; I've been working on it for the last 20 hours. Good night. I'll fix the bugs I get spammed with when I wake up :)
In 9.0.33 I added overrides to the shader for audio link bands.
Sooo... if you for example had an OSC app you could trigger audio link with it from any source you want🥰
Poiyomi 8.1 is officially out on GitHub and discord. There are tons of great changes in there including a full Japanese translation.
If you find a bug let me know @
Booth release and content coming soon :)
github:
model:
@LoAF_VR
Poiyomi has 4 global theme colors. You can set any color in the shader to be controlled by a theme color and/or audio link.
This feature is awesome for materials with colors you want to change on the fly. They also have HSV sliders allowing them to be animated super easily.
@ZekkVRC
@ryuzamesi
You can also use a panning texture if you want a more user-controlled effect. Just set the uv to local space in the texture dropdown. you can also make your entire model emissive and do the same thing with an alpha texture. maybe a little rim lighting and vertex glitching.
I set my min brightness to .005. It doesn't look bright in the dark. I fit most of the worlds and if I look out of place amongst friends, I can always animate min brightness to match.
.005 is an excellent value if you never want to be pure black but still fit world lighting.
Being able to have the world's video on your avatar is pretty awesome. It only works with ProTV3 atm but I'd love to open a discussion with other video player creators and create some sort of texture name standard.
I see a lot of posts like this and honestly it really just comes down to understanding one shader more than the other. Let me put my money where my mouth is: here are 3 models FROM Booth in multiple lighting situations, Liltoon and Poiyomi comparisons. Both shaders can look great
STOP. USING. POIYOMI. FOR. YOUR. SKIN.
Unless you KNOW what the fuck you are doing or have darker or unusual skin colors, Poiyomi is for special effects on hair, outfits, ect.
OTHERWISE, use Liltoon. It's more optimized, and looks better out of the box on regular skin mats.
We heard all the complaints loud and clear! People weren't happy with Unity freezing up when they enabled things in the shader so now it doesn't.
big thanks to
@Oli__VR
for all the help with this!
Let me show you guys the real secret sauce that's been in the shader for years. Positionally-independent p2p dissolve using vertex colors.
If you bake a pose then it'll always act as if it's in that pose.
I've been working on a thumbnail for the toon shader booth page. If only we could have gifs...
I figured I'd throw a bunch of avatars using poiyomi on there.
A ton of people take low res screenshots in unity to show off their models.
@notpumkin
has a fantastic screenshot tool for Unity that'll let you take much nicer images. Even has VCC support :)
Working on the parallax implementation for 8.0 (this is a flat plane)
Poiyomi may not be a perfectly accurate realistic shader but it looks pretty good in my opinion.
Landfishy is using angular fading in the toon shader to fade out when you aren't making eye contact with his avatar. Looks super cool!
Discord: landfishy
#7839
VRC: landfishy
Been addicted to
@poiyomi
's audio link spectrum for 2 weeks. Really pushed me to learn more about UVing. Modeled the horns and halo. Very happy with how this is all coming together
#VRChat
9.0 should be going into public beta real soon. People found more bugs than expected and we're doing more work than expected. Thry added a cross shader editor that lets you edit all your poi materials regardless of shader. You can even open all the materials on an avatar at once.
With the latest build of Poiyomi 8.0 we added geometric specular antialiasing. It cleans up a lot of the sparkly specular and makes it look more like you'd expect.
Images below are max smoothness and metallic with reflections disabled to show the specular specifically.
A certain shader started getting really popular so I added shader addon support to poiyomi pro. Now you can import
@RalivDev
's addon and automagically add a new feature to poiyomi pro.
Don't include 3rd party things in your packages. 99% of the actual errors we deal with are from people importing scripts over themselves and breaking them.
Feel free to include legally redistributable packages in your zip or link where to get them. Stop exporting random things.