>>2873043>> Can you elaborate what you mean by correcting the texture?Irrelevant if there's no clipped semi-transparent texture layer (skin overlay) there (which was what I experienced in a similar case to your new find, where a hole that ignored the geometry appeared on the forehead because, IIRC, an overlay was higher in the material list than another overlay under it) and these spots come with the material.
Do the spots move across the skin if you rotate the camera or change the direction of main light? If not, it might be an overstretched UV map (ruled out by the bottom of your screenshot), or a flipped face (2-side or actual double-layered body—how many vertices get stored in F7 if you select a single perceived vertex with box selection?), or normals if you only checked the UV mode (the bottom) instead of normals.
In any case, you have a solution/workaround now.
>>2873201I'm currently trying to adapt it for MikuMikuMoving, and it's noticeably heavier. The setup is easier in MMM compared to Ray-MMM, as more DefaultEffect strings work out of the box, so you don't have to manually assign OffscreenRenderTargets as much. It has more variations of elements, such as lights, skyboxes, and posteffects (plus adaptations of other effects), but I can't get the lights to cast actual light, only the volumetric maps work thus far. The skybox\skybox_*.fx skyboxes use much worse quality .hdr images. Most of sdPBR controllers have used Japanese names from the start, which doesn't matter for MMD, but MMM cannot parse them. The controllers offer fewer customizations per unit.