Orxata
Orxata/Pareidolia
Leon, Guanajuato, Mexico
Órale a la berga, vayase a dormir.
If you wish to support me, here's my Ko-fi page [ko-fi.com]
Órale a la berga, vayase a dormir.
If you wish to support me, here's my Ko-fi page [ko-fi.com]
Workshop Showcase
Create something today even if it sucks.
Created by - Orxata
Notes
Use $Opaque if you're working with stylised characters, like anime characters.
Or use $MostlyOpaque at this point.

Use conditionals like "GPU>=2?$Phong" 1 to enable parameters based on user config, in this case, Shader settings.
GPU Level:
0: Low
1: Medium
2: High
3: Very High.


Fov Levels for portraits and stuff:
10-25: Close-up portraits
30-45: Medium shots
50–70: Full body standing poses
80–100+: Extreme action or dramatic angles.


Having problems with blood decals being stretched on the weapon?
Change the $Detailscale from 1.75 to a vector "[X Y]". I recommend doubling the scale on the Y axis, like so: $Detailscale "[1.75 3.5]"

You may wanna remove the outline by using removemesh "path/to/material" under the LOD parameters.

Also, colour the outline with a darker tint of the original texture using $color2 "[ .5 .5 .5 ]"

Having problems with normals when the player model has facial expressions?

Duplicate your face mesh, delete all shape keys, select your original face mesh, add a modifier, DataTransfer, set the source to the duplicated face mesh, check Face Corner Data, enable Custom Normals, set the mapping to Topology, and finally export the face mesh with the modifier on.

Only for L4D1 and L4D2
Fake rimlighting by increasing the Z value on the $phongfresnelranges, like so.

$phongfresnelranges "[ X Y Z ]"

Example used in the Vincent Brooks mod:

$phongfresnelranges "[ 0 .05 2 ]"

Why? Because L4D2 and L4D1 don't include a working $rimlight parameter

If you want a better cel-shading look for characters, use a toon ramp light warp and disable halflambert lighting, then experiment with the $diffuseexp values.