Lucid Lust v0.6.3 (Windows, Mac, and Linux) (Patreon)
Content
Lucid Lust v0.6.3 is here!
You can update the game through the Launcher!
DOWNLOAD THE GAME LAUNCHER (Windows & Linux)
DOWNLOAD LUCID LUST 0.6.3 SUPPORTER FOR MAC
Hello everyone! Lucid Lust was recently put side-by-side with DLSS 5, and it made one thing very clear: there was still room to push the character rendering further. So once again, I went back through the character shaders and upgraded them across the board, with one goal in mind: getting as close to photorealism as possible.
The Clothing Creator continues to evolve as well, with increasingly ambitious systems for fully customizable, physically simulated clothing. It's a deep system, and it takes time to build, but we're getting there haha! There's still a bit of work left before the runtime Garment System is finalized. Garments currently learn how to bend by reading the body's bones alone, so folds and extreme poses can still make a piece clip or visually tear (most noticeably at the shoulders and under the arms). Procedural weight maps are the next step: they'll let clothes read the body's surface instead of just its skeleton, so fabric will be able to follow properly even on heavily customized pieces and exaggerated postures.
Your existing garments and clothing cards keep working exactly as they are; they'll just follow the body better once these features are done!
And finally, I’ve heard the feedback about the Scenario Creator lighting: too complex, hard to understand, confusing differences between auto and manual exposure, and so on. So I completely revamped the lighting workflow, introduced real-world values, and added a long-requested feature: a 1:1 Player Camera Preview window that shows exactly what the player sees during the current step, anywhere and at any time.
On top of that, I spent a lot of time building procedural plain-English explanations for the lighting and exposure systems. Point lights, spot lights, the sun, and even the Player Camera Preview now explain what their values actually mean and how they affect the render. Really tried my best to be as helpful as possible haha.
As always, thanks a lot for your interest and support! ♥
And here is the changelog that you can also read HERE!
LUCID LUST v0.6.3 CHANGELOG
Major Linux Fix
- Fixed hair being invisible on Linux (a shader constant failed to bind under Vulkan, Windows and macOS were unaffected)
BETTER CHARACTERS
Hair
- Added volumetric hair self-shadowing- Light is now attenuated as it travels through the hair volume
Eyes
- Implemented a new eye occlusion system- Eyes now sit properly inside the socket, with true eyeball shadowing- Added warm shadow tinting; light bouncing off the eyelid gives shadowed areas a subtle warm tone- Fully procedural. No baked masks, no per-character setup. It reads your character's actual anatomy, so it holds up on every face you can build- Eye size, position, and spacing all feed into the shading automatically
Teeth
- Implemented a new mouth occlusion system- Same procedural approach as the eyes. No baked masks, no per-character setup, works with any jaw shape you can build- Teeth now darken realistically toward the back of the mouth instead of being uniformly lit- Reworked tooth subsurface scattering (teeth used to look like chalk, now they look like enamel)
Skin
- Reworked thickness maps and SSS maps of the girl's skin- Added a detailed AO map to the girl's skin- Added support for micro shadows to the skin shader- The skin now has better shadows overall, but they are especially noticeable on lacrimal caruncles and skin folds
Performance
- Eye alignment has been rebuilt on a single unified system shared by all head types- Eyes are now resolved once at initialization instead of being recalculated repeatedly- Reduced the per-frame cost of the eye rig overall- Removed a redundant CPU pass from the teeth rendering path- Improved skin shader optimization- Improved both SSAO and SSGI optimization
Bug Fixes & QoL
- Reworked the eyes' surface response so the sclera no longer picks up an artificial sheen in shadow- Fixed tooth gloss remaining visible on deeply occluded teeth
CHARACTER CREATORS
- Added a sun slider to customize the sun intensity (almost no sun/overcast/clear day/studio spotlight)
GARMENT CREATOR
Core Architecture
- Garment adjustment blendshapes now carry baked corrective bone weights- Every custom-shaped garment now matches any customized character and animations 1:1- A vertex displaced by a slider rebinds to the bones actually beneath it (e.g., a crop top lowered to the lower back follows the entire spine)- Corrections are baked in-editor at full shape strength and blended at runtime- Works on any body morphology, custom bone scales included, with no per-character rebake- Optimized: Zero cost when adjustment sliders sit at their defaults and no per-frame work at all
New Feature: Physical Garments
- Garments can now be fully simulated in real time while remaining fully customizable- Customizing the shape of a physical garment will automatically update its simulated structure to perfectly match its 3D shape- Gameplay Shapes can then deform the simulated garment independently in real time (enabling effects such as lowered skirts)- The physical garment remains perfectly synchronized with the character, regardless of body shape, proportions, or bone scales- The physical garment you customize is the garment you simulate (no pre-baked variants or runtime rebakes)
New Garments for Girls
- Added 1 new top garment: Camisole (4 zones)- Added 1 new bottom garment: Skirt (3 zones)
Sprites
- Fixed the Peace_01 sprite not having border space- Added a new sprite category "Letters"- Added 4 letters (Be Happy, Funky, Groovy, Unique)- Added 6 stripes (SVZ*6)- Added 6 symbols (Biohazard, Fire, Null2, Phi2)
Bug Fixes & QoL
- Added a simple "Switch Animation" button to the top bar to allow for clothing simulation preview- Reduced the zoom speed of the scroll wheel (from 25% to 10%) to allow for more precise card rendering
SCENARIO CREATOR
New Window: Player Camera Preview
- Added a movable and resizable window showing exactly what the player camera sees- Everything is rendered: filters, depth of field, grain, exposure. The real player view, in PiP!- Added a bottom row explaining the current step's exposure, and warning you when auto-exposure is hiding your lighting work- Press P to open and close it (rebindable in the Keybinding menu)
Point and Spot Lights
- Doubled shadow resolution for point lights and spot lights- Added shadow softening to point lights and spot lights (no more pixelated edges, especially noticeable on hair)- The intensity slider now runs 0.01 to 4K lux and is logarithmic (previously was 10 to 90K on a linear track, which crushed the entire usable range for indoor lighting into the first couple of pixels)- Every decade now gets the same amount of slider, so fine-tuning a candle-level light is as easy as tuning a floodlight- Added a new distance slider (1 to 50 m), sitting next to the range slider- This new distance value is where the intensity is measured, and it sets how strong the light is (Candela = lux × distance²)- The range value stays the same, it's how far the light reaches before it fades out (it never changes how strong the light is, only how far it carries)- Added a description text to describe the light in plain English as precisely as possible to make lights easier to understand- New default intensity value is now 120 lux (instead of 2000 lux) for freshly placed lights, roughly a living-room lamp- Exposure settings are now shown in real EV values- Made the exposure ranges wider- Manual exposure now goes up to EV 20 instead of EV 10- Compensation widens to ±15 EV instead of ±10 EV
Sun
- New default intensity value is now 80K lux (instead of 130K lux), for a clear midday sun instead of a blinding one- The maximum stays at 130K lux for high-altitude and open desert scenes- The sun panel now describes its own strength in plain English, from "barely more than moonlight" through "an overcast day" to "brutal sun"
Bug Fixes & QoL
- Fixed light reflections not being calculated outside of test mode- The "." and "," float input system now works on every field, including the ones that were silently refusing commas- Typing a value into an intensity field now creates an undo action, matching the sliders- Spot lights now get an undo action when you drag the intensity slider