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DENDEWA LAB

The Foundation for your Render System

Trusted by awesome artist

Showcase
A*********a
@************
All assets come with advance sliders that let you control your creativity depends on what you want. also, the most of it is developed separately from the original files, so you dont have to worry about crashing or overlapping to each other
L***e
@******
Very high quality and able to use consistently
さ******み
@**************
おれはdendewa様のikClut改変がないとなにも作れない身体になってしまったんだ…
C*******e
@**************
I tried Dendewa's lighting tutorial for Raycast and it looks really cool. I took some liberties comparing to the original one, and now I'll maybe I'll add some things in there #MikuMikuDance #mmd
S****N
@***********
ikClutはRedialC様やdendewa様が改変して配布されてるものとか使いやすいからおすすめ
T*********e
@*************
I love it, thank you so much
l************a
@********
Sangat mantap, Termasuk mudah utk dipake utk pengguna raycast yg pemula, apalagi DDLut
C********o
@**********
I like your lut, i need more than 1 lut to make it work very easy to use. Might as well build entire eco-system just for MMD.
r**********C
@***************
after more fiddling with the SSGI and layering of the effects we got somewhere :)
L********************************!
@**********
This version is literally so good!! And the DDW website with all the assets also got us covered in so many fronts aaaaaa We all thanked Dendewa
A*********a
@************
All assets come with advance sliders that let you control your creativity depends on what you want. also, the most of it is developed separately from the original files, so you dont have to worry about crashing or overlapping to each other
L***e
@******
Very high quality and able to use consistently
さ******み
@**************
おれはdendewa様のikClut改変がないとなにも作れない身体になってしまったんだ…
C*******e
@**************
I tried Dendewa's lighting tutorial for Raycast and it looks really cool. I took some liberties comparing to the original one, and now I'll maybe I'll add some things in there #MikuMikuDance #mmd
S****N
@***********
ikClutはRedialC様やdendewa様が改変して配布されてるものとか使いやすいからおすすめ
T*********e
@*************
I love it, thank you so much
l************a
@********
Sangat mantap, Termasuk mudah utk dipake utk pengguna raycast yg pemula, apalagi DDLut
C********o
@**********
I like your lut, i need more than 1 lut to make it work very easy to use. Might as well build entire eco-system just for MMD.
r**********C
@***************
after more fiddling with the SSGI and layering of the effects we got somewhere :)
L********************************!
@**********
This version is literally so good!! And the DDW website with all the assets also got us covered in so many fronts aaaaaa We all thanked Dendewa

LATEST UPDATE

Ray-LAB

1.5.2
NEONISTA
FIX

Fixed redundant GI blending by removing the near/far luminance-weighted GI blend pass, no longer needed under the updated pipeline.

UPD

Updated SSGI blur radius default from 6 to 2 across all quality presets, and increased SSGI direction count for presets 4 and 5.

UPD

Updated SSGI Gather Illumination from SIMD batch marching to an adaptive directional ray march with non-linear stepping, adapted from the `DD RAY branch`.

UPD

Updated AO/GI depth weighting from separate depth-continuity and range-propagation functions to a single geometry-aware SSGI Depth Weight function with distance-adaptive tolerance.

ADD

Added SSGI Reprojection Validation and Load Previous Data to sample history reuse based on depth/normal rejection, falling back to a localized neighborhood search when direct taps are rejected.

UPD

Updated SSGI Temporal Neighborhood Clamp to operate on decompressed color with variance-based statistical clamping, replacing the prior bounding clamp.

ADD

Added SSGI Antilag to attenuate history blending when historical and current luminance diverge.

UPD

Updated variance estimation from separate spatial/temporal variance functions to a single bilateral spatial variance function incorporating depth, normal, and luminance weighting.

187 Total Changes

Changelog

THE 4 HORSEMEN

Materialize

Limitless Textures

Crafted for exciting new slider additions such as HSV, temperature, matcap, UV, pivot and others.

float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
static const float3 albedo = mAlbedo;
static const float3 albedoSub = mAlbedoSub;
static const float3 albedoMatcap = mAlbedoMatcap;

Cloudscape

Timeless Skies

Generates equirectangular HDR to skybox cubemap with GGX specular mipmaps and spherical harmonics.

float4 normalVector = float4(normal, 1.0f);
float3 intermediate0 = mul(shL1, normalVector);
float4 vB = normalVector.xyzz * normalVector.yzzx;
#define RADIANCE_MIP_COUNT 9
#define RADIANCE_FILE "Textures/Radiance.dds"
static const float3x4 shL1 = float3x4(...);

Colorspace

Endless Hues

Designed with rich colors and harmonious tones powered by advanced LUT and Tonemapping.

color = mul(color, AgXOutsetMatrix);
color = pow(max(float3(0, 0, 0), color), float3(2.2, 2.2, 2.2));
color = mul(color, LINEAR_REC2020_TO_LINEAR_SRGB);
// 0 : Linear | 1 : AGX | 3 : ACES
// 4 : Filmic | 5 : Khronos | 6 : Unreal
#define HDR_TONEMAP_OPERATOR 1

Codebase

Boundless Codes

Refining core functionality through major feature expansions such as HBAO, SSGI, Patch Fix and more.

float2 samplePixel = screen / ViewportSize;
float3 sampleNormal = GetNormal(uv.xy);
float3 samplePosition = ComputeViewSpacePosition(samplePixel, linearizeDepth(uv.xy));
#define HBAO_DIRECTION_COUNT 16
#define HBAO_SAMPLER_COUNT 16
#define SSDO_BLUR_RADIUS 4

HIGHLIGHTS

Material

Hand-picked materials that give your models the texture, depth, and realism they deserve.

Skybox

Set the scene with expansive, atmospheric skies that pull your characters into worlds that feel alive.

LUT & Tonemapping

Color grading the way cinematographers do it. Rich, intentional tones that give every render a distinct mood.

Plug n Play

No complicated setup. Choose a shading style, plug it in, and switch between looks on the fly, all in real-time.

Full Control

When you want to go deeper, the tools are there. Fine-tune every material and shading detail through intuitive built-in controllers.

Multi Model

Work with multiple models in a single scene without breaking a sweat. Build complex compositions, your way.

COLLECTIONS

Texturify

Material Cargo

High-quality PBR materials crafted with realistic details and accurate surface properties.

Large collection of 900+ materials.

Includes full PBR texture set.

Scalable resolution from 1K up to 8K.

Available in JPG, PNG, and EXR formats.

Compatible with All Ray-MMD fork.

Atmosify

Skybox Cargo

Stunning HDRI skyboxes featuring natural lighting, realistic scenery, and immersive atmospheres.

Large collection of 1000+ skyboxes.

Includes SH, lighting, and fog effects.

Scalable resolution from 1K up to 4K.

Available in .DDS formats.

Compatible with All Ray-MMD fork.

Designed with love for

Ray-MMD

Powerful library and an extension pack of mikumikudance, offering an easy way of adding physically-based rendering with high-freedom of operation. it is written in hlsl lang with DX9 env and based on mikumikueffect.

IkClut

A versatile LUT-based extension for mikumikudance, designed to provide advanced color grading capabilities. It enables precise cinematic tone adjustments, allowing full control over mood, contrast, and color balance in rendered scenes.

Made Possible by You.

Powered by passion and MMD community.

Principles

Battery Guaranteed

Actively maintained, open for contributions.

Source Available

Source code is available through our community.

Completely Free

Get started now.

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