MME Effect Assessment
Overview
Translate the user's visual request into a concrete MME effect brief. Stay visual and behavioral here; do not jump straight into HLSL.
Assessment Steps
- Identify the requested look: color, lighting, shadow, material, distortion, screen-space effect, controller behavior, or framework integration.
- Classify the effect type: material/model shader, post effect, accessory/controller, offscreen target, or framework extension.
- Name the target scope: specific model, material subset, accessory, whole scene, background, shadow map, G-buffer, or post chain.
- Extract inputs: textures, depth, normals, shadow map, camera, light, controller morphs/bones, motion, time, model UVs, or framework buffers.
- Define success criteria visible in MMD: what should be seen, when it should change, and what must remain unaffected.
- List unknowns that block planning.
Output Template
Effect brief:
- Visual goal:
- Target scope:
- Effect type:
- Required inputs:
- User controls:
- Compatibility target:
- Acceptance criteria:
- Unknowns:
Use Local References When Needed
If the user names a framework or known effect, read:
../mmd-mme-workflow/references/framework-notes.md
../mmd-mme-workflow/references/example-index.md
If the effect classification is unclear, read:
../mmd-mme-workflow/references/mme-core-reference.md
Assessment Heuristics
- "Make material look like skin/metal/glass/wet cloth" usually means material shader or framework material preset.
- "Make the whole screen bloom/blur/warp/fog" usually means postprocess.
- "Use model position/morphs/bones as knobs" means controller or
CONTROLOBJECT.
- "Needs depth/normal/shadow information" likely needs offscreen targets or a framework buffer.
- "Works with ray/sdPBR" is not enough; decide whether it is a native framework extension or an external effect that must coexist.
Common Mistakes
- Treating a framework material request as standalone MME.
- Ignoring draw-order and MME tab assignment during assessment.
- Failing to ask whether the output targets MMD+MME, MMM, ray-mmd, sdPBR, or vanilla MME.
- Accepting vague words like "cinematic" without translating them into shader-observable changes.
1---2name: mme-effect-assessment3description: Use when Codex needs to interpret a user's desired MMD/MME visual effect, look, shader behavior, postprocess, material response, lighting change, shadow style, or ray-mmd/sdPBR/MME effect idea before feasibility or implementation.4---56# MME Effect Assessment78## Overview910Translate the user's visual request into a concrete MME effect brief. Stay visual and behavioral here; do not jump straight into HLSL.1112## Assessment Steps13141. Identify the requested look: color, lighting, shadow, material, distortion, screen-space effect, controller behavior, or framework integration.152. Classify the effect type: material/model shader, post effect, accessory/controller, offscreen target, or framework extension.163. Name the target scope: specific model, material subset, accessory, whole scene, background, shadow map, G-buffer, or post chain.174. Extract inputs: textures, depth, normals, shadow map, camera, light, controller morphs/bones, motion, time, model UVs, or framework buffers.185. Define success criteria visible in MMD: what should be seen, when it should change, and what must remain unaffected.196. List unknowns that block planning.2021## Output Template2223```markdown24Effect brief:25- Visual goal:26- Target scope:27- Effect type:28- Required inputs:29- User controls:30- Compatibility target:31- Acceptance criteria:32- Unknowns:33```3435## Use Local References When Needed3637If the user names a framework or known effect, read:3839- `../mmd-mme-workflow/references/framework-notes.md`40- `../mmd-mme-workflow/references/example-index.md`4142If the effect classification is unclear, read:4344- `../mmd-mme-workflow/references/mme-core-reference.md`4546## Assessment Heuristics4748- "Make material look like skin/metal/glass/wet cloth" usually means material shader or framework material preset.49- "Make the whole screen bloom/blur/warp/fog" usually means postprocess.50- "Use model position/morphs/bones as knobs" means controller or `CONTROLOBJECT`.51- "Needs depth/normal/shadow information" likely needs offscreen targets or a framework buffer.52- "Works with ray/sdPBR" is not enough; decide whether it is a native framework extension or an external effect that must coexist.5354## Common Mistakes5556- Treating a framework material request as standalone MME.57- Ignoring draw-order and MME tab assignment during assessment.58- Failing to ask whether the output targets MMD+MME, MMM, ray-mmd, sdPBR, or vanilla MME.59- Accepting vague words like "cinematic" without translating them into shader-observable changes.