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Mar 05, 2022
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Known bugs with this release

  • During export, the blender plugin will not use CATS to automatically merge the useless bones on armature layer 11. The line that does this was accidentally commented out. The bones can still be merged manually using the Model options menu in CATS.
  • The "2b)" button and the "4)" button in the blender plugin seems to be incompatible with Blender 3.1. Use Blender 3.0 or 2.93 for now when doing that step.

Changes for V5.1.1

  • Added per-character light linking to the KK shader
    • If you have multiple characters in a scene, this allows you to "link" a light to a character, so you can achieve ideal lighting for each character and not have to fiddle with a global lighting setup that affects all characters at once. This works for up to three characters / light sources. It's enabled by default and can be found inside of the Raw Shading group.
    • Usage: Enter the Raw Shading group then make sure the "Light linking options (open me)" group framed in pink has it's slider set to 1, and any red lights will light your character. Import a second character, return to the ""Light linking options (open me)" group, and open it. Change the output of the pink "Match RGB output and sunlight color for light linking" frame from R to G. Any green lights will light the second character, but not the first character. Using a yellow light will light both R and G characters. Using a white light will light all characters.
      image
  • Added reaction to colored light to the KK shader
    • When you use a light that isn't pure white, the colors on the model will become affected by the color of the light. This is disabled by default and can be found inside of the Raw Shading group. Colored lights and light linking can't be used at the same time.
    • Usage: Make sure the "Light linking options (open me)" group framed in pink has it's slider set to 0, and any colored lights will add additional color to your character. Any white lights will light the model like normal.
      image
  • Updated Rigify scripts to the latest version (Feb 24th)
    • These include bugfixes for handling duplicate bones
  • Overlay masks for Body and Face shaders now retain their original color.
    • The "Overlay color" inputs on the body/face shader that used to set the overlay color have been changed to "Overlay color multiplier" inputs. Keep this as a white color to preserve the overlay mask's original color. If the overlay is pure white itself, the color on the multiplier will just set the color of the overlay.
  • Added an image slot for the "plain" version of the maintex for clothing items.
    • These weren't automatically loaded in if a CT version of the maintex was available
    • This can be accessed by going into the clothing shader group and setting the "Use colored maintex?" slider to zero
    • If there's a CT but no plain version available and you try to use the slider, you'll get a pink placeholder texture as a warning
  • The permanant light and dark image masks in the raw shading group have been moved to the green texture group
    • This removes the need to create a unique raw shading group for every material.
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  • Bugfixes (#94, #90, #105, #114)
Feb 02, 2022
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Changes for V5.0.1

Jan 12, 2022
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Changes for V5.0.0

  • New export plugin, image saturation functions, and automated color setting by MediaMoots!
    • These make the import process more than twice as fast as the previous version!
    • Color data from the game is now extracted and applied to the shaders automatically during the import process
    • Textures are now automatically saturated to replicate the look of the in-game saturation filter
    • More textures are extracted than before
    • The new export plugin fixes common bugs involving broken charamaker functionality, shapekeys and accessories
  • Rigify compatible armature conversion by an anonymous contributor!
    • Requires Rigify and the "auto-execute scripts" setting to be enabled
    • Adds IK toggles for fingers, skirts, and accessories
    • Improves the eye controls with extra features like single eye manipulation and eye target tracking
    • Adds FK <-> IK switches to limb bones
    • Makes more armature controls accessible
  • Better joint correction bones!
    • Taken from johnbbob_la_petite on the Koikatsu Discord
  • Better viewport performance using preview quality normal nodes!
  • Extracted in-game animation files can now be imported automatically!
  • New base armature!
    • Bones are now organized by type through armature layers
    • Toggle for keeping the stock KK armature
    • Accessory bones show up automatically now
  • Upgrades to the export process!
    • Added a button for exporting prep
    • Smarter baking script
    • Rebaking materials at higher resolutions is easier now
    • Support for baking and atlasing normal maps
  • KK shader.blend is now integrated into the plugin!
  • Easy slots for forcing light and dark colors!
  • Easy slots for makeup and body paint!
  • Easy slots for patterns!
  • Support for colorized normal maps!
  • Automatic separation of Eyes and Eyebrow materials!
    • This allows you to make the Eyes and Eyebrows show through the hair using Cryptomatte and other compositor features
  • Shader-to-RGB nodes added to clothing color inputs!
    • This allows you to plug metal and other types of materials into clothing colormask inputs
Aug 07, 2021
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warningInfo:

This repository will be renamed to KK-Blender-Porter-Pack in V5 and up
You can get the preview of V5 here: https://github.com/FlailingFog/KK-Blender-Shader-Pack/tree/V5-merger

Changes for V4.3.1:

  • Renamed the spine bones during the "1) Run right after importing" script
    • CATS was not detecting the Spine, Chest and Upper Chest bones correctly. This made it merge the spine and chest bones into one, resulting in awkward spine bends. This change prevents that by renaming the bones.
Jul 31, 2021
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Changes for V4.3.0:

  • Added a new button to the KK Panel: Import Studio Object
    • This script speeds up the import process for an accessory, studio object, or studio map that has been exported as an fbx file with SB3U
    • Example usage video: https://www.youtube.com/watch?v=PeryYTsAN6E
    • The shader applied to the object can be left as the default, changed to an emission shader, changed to the KK Shader, or changed to a custom user-defined node group
  • Added a new button to the KK Panel: Link Shapekeys
  • Added a Center bone back to the armature
    • This bone lets you move all the bones on the armature without moving the armature's object location
  • Added a Pelvis bone back to the armature
    • This bone lets you move the pelvis and legs without moving the upper spine
  • Edited the armature bone tree a little
  • Changed the bone widget shapes in the KK shader to be slightly more rigify-like
  • Fixed the orientation of the top skirt bones
  • Gave the face material a separate outline
  • The "Select unused bones" button now unparents the Hips bone from the new Center bone
    • Leaving the HIps bone parented caused import issues in Unity
Jun 17, 2021
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Changes for V4.2.3:

  • Made eyewhite operations for the shapekeys optional through a "Fix eyewhites" toggle
    • The toggle needs to be disabled before the shapekeys button is pressed
  • Fix language dependency for the Basis shapekey
Jun 05, 2021
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Changes for V4.2.2:

  • The plugin now works in Blender 2.93
  • The plugin should now work when Blender's interface is set to any language
  • Added lazy crash prevention to the shapekeys button
May 18, 2021
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Changes for V4.2.1:

  • Bake button wasn't assigned correctly in the new panel layout
May 16, 2021
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Changes for V4.2.0:

  • The plugin will now recognize the additional bones included in the KK Better Penetration body type
    • Toe bones are placed on armature layer 2
    • BP bones are placed on armature layer 3
  • The eyewhites shapekeys are now used when generating the KK shapekeys
    • This will prevent gaps between the eyewhite and the lower eyelash for certain expressions
  • Materials without an image texture should properly bake now
    • This will ensure fully transparent materials and materials that are a solid color (but still use the KK Shader) will be recognized by the atlas generator feature in CATS
  • The Separate Body button will now attempt to separate the shadowcast and bonelyfans meshes automatically, then shove them into a collection
  • The Import Textures button will now check if the user has actually selected the Textures folder and will abort if they chose the wrong folder
    • This was done to prevent texture loading issues
    • This check can be disabled with the "check folder" toggle
  • Adjusted panel layout
  • Added better joint correction for the hip bone
    • In order to use them, the "Enable hip drivers" toggle needs to be enabled before pressing the "5 Add bone drivers" button
  • Better descriptions of what each toggle does
  • Made using multiple outline materials optional through the "Use generic outline" toggle
  • The hair object can now be named either "hair" or "Hair"
Apr 24, 2021
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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