Model by kakashitosuzume. Edited by me.

Playing around with the once again updated nchlshadere +C2 Shader. Still not where I want it to be. Made a small video to show.

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looks good

this default shader pack lack of rim lighting [the surface shader basically cook torrance after all], that is what you might want to add ~旦_(^O^ )

You’re right. I need to play around with the shader sliders more. In the directions it says to remove the toon shader of the model in pmx be cause it can be done better in the shader options. But I can’t find exactly which slider affects shading properly.

i had a bad habit transgoogling every description of // inside the .fx files which is kind of helps determine which slider affect what :D
in this case you want to dissect sys-xxx.fxh in the sys subfolder. and translating those swarms of pmx controllers morph tabs.

here’s chocolate ~旦_(^O^ )

Wow!
She´s very nice

I've been messing with NCHL a lot lately, trying to get a good Shirow look. I don't think it's really well set up, it needs customization to do things right, but it doesn't look like you're taking advantage of what it does, you're just using fairly realistic settings to get a fairly realistic look.

1) Specular. This is basically all about the roughness and specular extent settings. Roughness starts to get shiny between 0.05 and 0.3. It's basically clamped at 0-1. Specular extent should be less than 1 as well. Use a low value for shiny-- when it comes to specular, it's a little counterintuitive, because the tighter the specular highlight, the shinier it looks. Which is why we have all these spa maps that don't really make any sense and just show off the seam lines in our models' legs.

2) Rim light. Default settings are fine. Fresnel effects this, but default fresnel settings are way too high for the amount of polys you'll be using, and you should probably be looking at values from 0-1 (instead of the 5-ish defaults). Rimpower defaults are okay, but you need to be taking advantage of the controller to create some backlight for this to work well.

3) Normal maps. Almost nobody does this right, and it doesn't help that NCHL isn't really set up right for it. You want some high detail tiling normal maps, like the kind you can get with the Alternative Full download. But you've got to modify NCHL to handle scaling normal maps, and to stop using clamp mode on normal maps. After you do that, you can get some nice skin effects going. A good detail normal map can mean the world, subtle but powerful, and I haven't seen many people use them well. (After that, you'll want your environment mapping to use your normals, and you'll want a close-in and a mid-range normal map, but that can wait.)

Other settings aren't as important. Toon color is fine, default subdepth is fine, but it's not a big deal. Spas don't work right, but who cares, shiny is better with additive sphere. Gloss should be avoided, it just dulls your speculars. Oh, and it just doesn't handle alpha well, but neither does the excellent shadow that's built in, so just leave the eye_hi sans effect, or better yet, do the eye_hi with a smart sphere map instead and save yourself a few morph sliders. Well, it depends on what you're going for, I suppose. Still not happy with my own stuff, but it was fun to learn some HLSL, and one of these days I'll get totally fed up with learning blender and go back to working on shaders.