Ray-MMD ReForge
Physically based shaders for MMD and MME. Contact-hardening shadows, screen-space GI, AgX tonemapping, temporal anti-aliasing, and a calibrated material library.
ReForge · MMD rendering tools
ReForge builds a physically based shader suite, a Direct3D 11 runtime, and a node-based material editor for artists working in MMD and MME.
Projects
A shader suite, a Direct3D 11 runtime, and a material authoring tool that share the same physical model.
Physically based shaders for MMD and MME. Contact-hardening shadows, screen-space GI, AgX tonemapping, temporal anti-aliasing, and a calibrated material library.
A high-performance DirectX 11 runtime and D3D9 interop bridge for MikuMikuDance. Modern rendering while the existing MMD workflow stays intact.
Node-based PBR material authoring for MMD and MME. Build graphs, synthesize ShaderMaps, preview on PMX models, and export Ray-MMD material packages.
Approach
The same three constraints shape every project in the organization.
Shaders are tuned against reference renders. Tonemapping, exposure, and material response stay consistent from preview to final frame.
Every change has to hold up in the MMD viewport. Hikari exists so a modern rendering path can live inside the workflow artists already use.
Source, releases, and documentation live on GitHub. Issues and pull requests are welcome, including detailed render comparisons.
Community
Follow development on GitHub, download the latest build, or bring your render tests to Discord. Setup questions and comparison frames are both welcome.