This page lists the effect definitions that this archive will use. These definitions are chosen primarily for ease of searching keywords on the Archive specifically, and may not reflect the factual category as outlined by the MME creator, Dance Intervention P. These effect definitions may change overtime as the team learns more about them. Some effects fit into more than one category, and so may be classified as multiple definitions, or the most fitting one.
Click on an effect definition to go to it's dedicated page of effects.
These effects move with their own animation. Not to be confused with motion effects, which are a supplement to a model's motion data.
These effects react to the .wav file you use in your project.
These effects are 2D planes that always face the camera, no matter where the camera is.
These effects blur the render screen. Some are post effects that blur the entire render screen, while others may mimic depth of field effects on real life cameras.
These effects assist camera motion construction, or add new features to a camera motion.
These effects make use of the MMD physics engine and will react when objects collide with them.
These effects create fog. These may be post effects or volumetric effects.
These effects give the illusion that they are producing light, however unlike light sources, they do not produce light.
Light Source Effects
These effects produce light outside of the default MMD lighting.
These are effects which react directly with a model's or camera's movement. Not to be confused with 'Animate Effects'.
These are shaders which apply a texture to the asset. They fake lighting bumps to give the illusion of height and high poly count.
Effects that generate particles. Particles can create anything from rain and snow, to butterflies and fire.
These are .x effects that are applied to the fourth wall of the render, similar to how a filter on Instagram works. The effect is applied across the entire image.
These are shaders which are applied through .x files, rather than .fx files.
These are effects which reflect the environment. These could be plane effects such as mirrors, or reflective shaders.
These are effects which assist the quality of MMD rendering, such as anti-aliasing.
Similar to a shader, however self-effects usually apply a new dimension to the model. These include effects that set the model on fire, produce lightning or emit sparkles.
An .fx effect that is applied to a model or accessory. Shaders often give more definition to a model, improve lighting or apply a texture to a subset.
These are effects which affect the shadows of the model and environment. Many of these effects will include the word ‘SSAO’ in the name.
These are skydomes used in effect systems. They contribute to mirroring materials by reflecting their textures on a material.
Effect systems are libraries that provide many effects such as light sources, normalmaps, shaders, skyboxes and shadow settings. They are systems because you can very easily use only the system effects to create very high quality images, and they also rely on each other to work properly.
These effects create animated transitions, similar to those you would add to videos in post production.