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Blu's World Creation Notes
Self-notes based on my hobbyist experience making VRChat Worlds.
Occlusion, Height, and Emission Maps
Occlusion Maps Next up are occlusion maps. These maps contain ambient shadows - the cracks and crevices that are normally too small for light to reach unless it's shone directly into them. For single models like props and characters, you can bake these using...
Blu's Avatar Creation Standards
A guidline on good and optimal Avatar Creation in VRChat. This is all based on my own research and should be interpreted as a general idea of what to do when creating Avatars.
Detail Mask and Details Maps
Detail Mask Next up is the detail mask, which controls how the detail map in the next section is applied. Where the detail mask is black, the detail map won't be applied. This lets you have a detail map that affects some parts of your mesh, but not others. I...
Udon Benchmarking and performance tests
A few weeks ago I benchmarked Udon, and I decided to share the results here. So if you're curious to know how to make your U# code more performant, you can check it out here! The introduction just explains how I benchmarked Udon. In the second chapter, I ...
Visual Example
How do these textures look? Well, I've included a sample right here. Here is a section of cloth from a material with albedo, normal, specular, smoothness, and occlusion maps, using Materialise to render it shaded on the left. You can see that the cloth...
Things You Should Know About Optimization
This book delves into the intricacies of optimizing content for VRChat, exploring the how and why you should optimize your content. This aims to offer comprehensive knowledge for optimization for those who are unfamiliar. While this book primarily focuses on a...
Easy Avatar 3.0 Toggles
Make toggle-able objects for your avatar, the easy way: with a community created tool!
Creator Companion Notes
Creating Specular/Metallic Maps for Standard
When using the Standard shader, it expects the metallic and smoothness map to be elements of the same texture. You can also combine the occlusion map and detail mask into the same texture. Having all these elements be part of the same texture saves memory, so ...
Terrains!
Helpful instructions and tips for creating terrains!
Creating maps from a pre-existing texture with Materialize
For world creators, Materialise is great. What is it? It's a tool that, given a simple tiling texture, can create all these maps with some clicking and tweaking! All this came from one image. Isn't that amazing? You can download Materialize from the Boundin...
How to Upload an Avatar
The basics of installing and getting familiar with the VRChat Creator Companion and Unity, and importing an avatar, either from a demo scene, a prefab, or an FBX file. You will be able to upload the avatar using VRChat's Avatar 3.0 system!
Conclusion and Tips
The Standard shader is really misunderstood in VRchat. I've heard many people curse and blame Standard for all kinds of visual issues, but it's just a complicated tool that's easy to use wrong. You can get great results from it. It's efficient and easy to tune...
Unity/VRChat Performance Benchmarks
This is a writeup on the performance (mostly focused on frame time) of components in Unity and VRChat. This book is a port of my writeup at https://vrc.school/docs/Other/Benchmarks/
Book Style Guide
The entire wiki is still a work-in-progress! These guidelines are subject to change. If you have a suggestion, let us know! We invite anyone to share their knowledge on VRCLibrary.com. Please follow these guidelines when submitting content. TL;DR Focus on...
Miscellaneous Avatar Knowledge
Chapters ported from various pages at https://notes.sleightly.dev
The basics of occlusion culling
Occlusion in a Unity scene is data that divides the world into chunks containing smaller and smaller chunks of space. In each of these sections, the data for what is and isn't visible from each section is recorded. Unity takes this data and uses it to hide thi...