ReForge · Material authoring

Ray-MMD material authoring

A standalone node editor for physical material graphs, ShaderMap synthesis, and PMX previews. The viewport evaluates as you work, and the export writes a complete Ray-MMD package.

Windows 10 and 11 Rust and egui MIT

Material graph Live eval / 512
Material graph feeding a PBR output Diffuse, normal, and roughness nodes connect to a PBR output node for a Ray-MMD material. Diffuse Texture 2D Normal Tangent space Roughness Procedural noise PBR Output Ray-MMD material Base Normal Rough Metal
.rfmat Ray-MMD ReForge

Feature index

A material lab inside MMD

Six systems cover the path from a texture set to a finished Ray-MMD material.

  1. PMX Model Studio

    Load a character or stage, pick a material subset in the viewport with ID-buffer picking, and keep every graph attached to its own material.

  2. Batch Auto-PBR

    Scan a model and build complete PBR networks for every subset in parallel across all CPU cores. Useful for converting a finished character in one pass.

  3. Project files

    Save a full session to .rfproj, including graphs, camera, textures, and settings. Exchange individual graphs as .rfmat files.

  4. Export to Ray-MMD

    Bake at full resolution and write a Ray-MMD package with .fx, albedo, normal, smoothness, metalness, occlusion, height, emissive, and custom maps.

Workflow

Model, graph, export

The editor keeps the preview and the exported material on the same graph.

Stage

Open a PMX model or start with a sphere, cube, cylinder, plane, or teapot in the sandbox.

Author

Build the graph from textures and procedural nodes. Inspect the result on the model or the primitive.

Export

Bake the maps, write the package, and drop it into the Ray-MMD material tree.

Download

Build the next material

Windows x64 with no external runtime. The current build lives in the repository; signed releases and checksums will follow.

MaterialEditor.exe · 17 MB · MIT