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Releases: FlailingFog/KK-Blender-Porter-Pack

KK Shader Pack V4.1.2

24 Apr 13:49
4448af9
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Changes for V4.1.2:

  • Added an easier way to scale and move UVs with the "Scale Vector" node group.
    • This replaces the mapping node setup used for the eyes, blush, etc
  • Materials that have a maintex or alphamask will now get their own outline material
    • This should prevent transparency issues with the outline
  • Added a heel controller to the armature
    • This is for rotating the foot bone while keeping the toes in place; a "tip toe" bone.
  • Added HSV sliders for the maintex of general/clothes materials
  • Fixed the nsfw texture parser node group in the body shader
  • The Bone Widgets collection is now hidden automatically
  • Fix bake script to account for world lighting
  • Fixed the foot IK
  • Moved the "MouthCavity" bone to the secondary layer
  • Moved supporting bones to their own armature layers instead of hiding them(layers 17, 18, and 19)
  • Relocated bone scaling and armature layer script operations to different buttons
  • Moved debug mode toggles to the shapekeys/drivers buttons

KK Shader Pack V4.0.6

06 Apr 23:29
85b452c
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Changes for V4.0.6:

  • Fix male body material not being recognized by the scripts
  • Added sliders to the body shader to control optional genital textures
    • The genital texture can be loaded into the "NSFW Textures" node group in the body template
    • The file location of the genital texture (cf_body_00_t) depends on what body mod you're using
  • Added an example for materials that are partially metal to the KK Shader.blend

KK Shader Pack V4.0.5

01 Apr 23:55
728cd4a
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Changes for V4.0.5:

  • Quick fix for an issue with the Import Textures button
    • If the body alpha mask did not exist in the "Textures" folder, the script would not handle it correctly

KK Shader Pack V4.0.4

28 Mar 20:12
a012696
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Changes for V4.0.4:

  • Put all the scripts into a blender plugin so the user can press a button instead of having to copy paste scripts
  • Added a button that applies the material templates to the model automatically
    • These templates can be edited in the KK Shader.blend
  • Added a button that applies the textures to the model automatically
    • Grey's Mesh Exporter plugin for Koikatsu is required in order for this to work
    • Colors still need to be set manually
    • This works 90% of the time, so a handful of textures might need to be loaded in manually
  • Added custom shapes for the armature to make the important bones more obvious
    • These shapes can be edited in the KK Shader.blend
    • These can be disabled in the armature tab (Armature tab > Viewport Display > Shapes)
  • Added second bone layer on the armature for skirt, face and eyebrow bones
    • Multiple bone layers can be made visible at once by shift selecting the layer in the Armature > Skeleton section

KK Shader Pack V3.06

21 Feb 01:10
0c5103e
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Changes for V3.06:

  • Bugfixes.

KK Shader Pack V3.05

01 Feb 02:08
ff8b0e9
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Changes for V3.05:

  • Added a script that makes the material templates compatible with the Material Combiner feature in CATS. Using this script along with the "Bake Materials" script should make it really easy to set the model up in Blender and then export it to another program using CATS
    • This script needs to be run after the "Bake Materials" script is run
    • Running the script multiple times toggles between light and dark baked materials
    • This script is non-destructive, so it's easy to change something if edits need to be made
  • Added nail color to the Body material template
  • Added toe bone to armature
    • This was always there, but the script used to hide it
  • Added more joint correction bones
    • Hip/Butt joint corrections aren't fully working yet, so they're disabled by default. They can be enabled at the top of the Drivers script
  • Added translations for most of the shapekey list

KK Shader Pack V3.01

04 Jan 02:03
3ff517d
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Changes for this release:

  • Added a script to "bake" materials into image textures. This should allow you to setup the material templates in Blender then use the materials in your program of choice.
    • The script will bake a material into a texture if the material uses an image file in the node tree
    • If multiple image files are present, only one texture will be created
    • If multiple image files are present and they have different dimensions, a texture will be created for each dimension
    • Files are exported as 8bit PNGs with an alpha channel by default.
    • Export type can be changed at the very top of the script.
    • Limitation: the script does not account for multiple UV maps. Only the first UV map is used for baking.
  • Fixed an issue with the eye controller bone
    • Added a check in the Drivers script to make sure the eye vertex groups aren't empty
  • Refactored the Drivers script for better readability
  • Removed a few groups in the KK Shader.blend that weren't being used by anything

KK Shader Pack V3

13 Dec 15:27
263790e
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This version automates a few things and contains a re-organized shader setup.