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Setup & Tuning Option Reference

This page documents the normal user-facing controls in RealSweatSystem 2.0.0. Controls marked Base appear when the Sweat Base Module is installed; controls marked Effects require the Sweat Effects Module.

Open the Tuning component​

After Setup, expand the avatar in the Hierarchy and select the generated RealSweat object directly under the avatar root. Its Inspector contains RealSweatSystem Tuning. When the avatar is installed, the Setup window's Status line also has an Open Tuning button.

If the object is missing because the first Setup did not finish, resolve the first Console error and press [Install / Update] again. If an installed RealSweat object was deleted manually, do not rerun Setup without checking the Body first; follow manual-deletion recovery.

When changes take effect​

ChangeWhen it takes effect
Sweat QualityThe sweat material's quality changes immediately. Press Apply to FX to also retune the falling drops and body steam.
Sweat StyleApplies at once to every sweat material of the avatar, and to its falling drops, floor stains, and splash.
Droplet SizeThe sweat materials update immediately. Press Apply to FX to also refresh falling-drop and fling particle scale.
3D Detail PrecisionUpdates all installed Droplet Depth materials immediately.
Body Surface Spawn Mask / Body Surface Display MaskUpdate the sweat materials immediately.
On from the Start, effect toggles, steam locations, Body Steam in Mirrors, Show My Breath in First Person, Custom Steam Points, Auto Mode settings, Effect Details, and Performance and Advanced SettingsPress Apply to FX.
Follow Body Shadow StrengthCopied when you press Apply to FX or [Install / Update].
A steam location that was excluded at installation, or adding or removing an installed effectPress [Install / Update].
Setup window options: Sweat Target, other meshes, Effects to Install, the Body Steam & Breath Intensity menu, 3D Particles, Drop Splash, installing Droplet Depth, High-Quality Sweat in Mirrors, Wet Skin Gloss, render order, and Write DefaultsPress [Install / Update].

The accumulation graphs preview pending values immediately, but they do not modify generated FX until Apply to FX is pressed. If Apply to FX reports an installation configuration change, press [Install / Update] first; adding or removing installed effects cannot be completed with Apply to FX alone.

Setup window option reference​

Open CookiTools → RealSweatSystem → Setup/Uninstall. The tabs are Install / Troubleshooting / Uninstall. The first screen shows only what you need; the detailed options are folded under Advanced Settings. The pictures keep one size in any window, and a short window scrolls.

First screen​

ControlModuleDefaultMeaning
AvatarAllNoneSelect your avatar in the Hierarchy or drag it into this field.
StatusAll—Shows whether the avatar is installed. An avatar installed with an earlier version shows the yellow box "Installed with an older version." Open Tuning selects the installed RealSweat object.
Sweat onAllAuto-detectThe body mesh, as a field. It is found automatically; if it is wrong, drag the right mesh from the Hierarchy onto it. The material it uses is shown under it. [Change] opens Advanced Settings > Sweat Target for the rest, such as the material slots. With only the Effects Module this field is Drops from.
Effects to InstallEffectsAll onCheck boxes: Falling Drops, Floor Stains (needs Falling Drops), Breath, Body Steam. Where the body steam rises and the intensity menu are in Advanced Settings > Effects.
Skin SweatBaseWet Skin Gloss onCheck box Wet Skin Gloss: the skin gets glossier as sweat increases. Off sets the sweat material's Wet Skin Film to 0, and the in-game Wet Skin Film toggle is not installed.
Sweat StyleBaseRealistic (default)Click one of two pictures: Anime or Realistic (default). When you open the window again, the avatar's current style is selected. This row appears only when the Base Module is installed.
LookBase / EffectsFlatFlat or Depth (High Load). Depth (High Load) turns on Droplet Depth, 3D Particles, and Drop Splash together and shows On from the Start under it. Flat turns them off. With the Base Module the two choices are pictures; with only the Effects Module they are buttons. The caption under the Depth (High Load) picture says the droplets rise when seen up close and from the side, and that Droplet Depth starts off and is turned on in the in-game menu unless On from the Start is ticked; while it is off, an info box shows that menu (Sweat > Reduce Load).
LoadAllLow Load (Recommended)Buttons: Low Load (Recommended) or Standard. Lightweight is in Advanced Settings > Quality & Load.
Auto Mode SensitivityAllBalanced: recommended motion-proportional responseBalanced: recommended motion-proportional response or Sensitive: faster build-up from small movements.
[Install / Update]All—Installs or updates the avatar. The result appears in the box right under the button, and the longer steps show a progress bar.

Advanced Settings​

Advanced Settings contains these groups, in this order. When you change something, a button returns the values to the installed state (Revert to Installed) or, before the first install, to the recommended state (Reset to Recommended).

GroupModuleControls and defaults
Sweat Target (with only the Effects Module: Falling Drops Material)AllBody Mesh (the same mesh as Sweat on on the first screen; found automatically, set it only if it is wrong) and Find Again. If the body has several materials, check only the skin materials. With only the Effects Module, Falling Drops Material picks the material Element the drops come from (usually Element 0).
EffectsEffectsUnder Body Steam, Locations: Chest Hollow, Shoulders, Armpits, Thighs (on) and Crotch, Feet (off), shown while Body Steam is checked on the first screen. Add Body Steam & Breath Intensity Menu (+8 bits) (off). The effects themselves are the Effects to Install check boxes on the first screen.
Quality & LoadAllSweat Quality (Lightweight / Low Load (Recommended) / Standard). Droplet Depth (Tessellation, High Load) (off) with On from the Start under it (Base). 3D Particles (High Load) (off) and Drop Splash (off with the Flat look) (Effects). High-Quality Sweat in Mirrors (High Load) (off) (Base).
Compatibility (only if needed)AllAutomatic Render Order (Recommended) (on) and, when it is off, Sweat Render Queue (Base). A line shows the body and sweat render queues ("Body … → Sweat …"), and [Ask Again] appears here after Keep As Is. Write Defaults (Auto (Recommended) / WD ON / WD OFF) with Detect Again and the detected result.
Sweat on Other Meshes (Experimental)BaseOther meshes such as a separate face, with independent Rest data, masks, and draw cost.
  • High-Quality Sweat in Mirrors (High Load): while it is off, mirrors leave out the small pore droplets and Droplet Depth does not rise there. When it is on, mirrors draw the same as the normal view, at a higher mirror GPU load. The same switch is also in the sweat material inspector under Advanced > Mirrors.
  • Add Body Steam & Breath Intensity Menu (+8 bits): adds the in-game Body Steam & Breath Intensity radial (starts at 50%). 0% = 0.1× opacity, 50% = current appearance at 1.0×, 100% = 1.5×. It changes opacity only and does not reduce particle or performance cost. It uses 8 more synced bits.
  • Automatic Render Order (Recommended): draws the primary Body Sweat at render queue 2350. Additional targets use max(body sweat render queue (usually 2350), selected material render queue + 1). Use Sweat Render Queue only when another shader requires a specific order; with a manual queue, Setup neither asks about nor changes body materials.

Follow Body Shadow Strength, droplet-depth precision, Body Steam in mirrors, Show My Breath in First Person, and Custom Steam Points are set after install in Tuning on the RealSweat object.

Before writing assets, Setup checks all planned parameters against Avatar Expression Parameters and other Modular Avatar declarations, including prefixes and remaps. A name collision stops Setup. A projected total above 256 bits produces a warning before continuing.

Write Defaults​

The Write Defaults dropdown is in Advanced Settings > Compatibility (only if needed). Leave it on Auto (Recommended) in most cases.

  • Auto (Recommended): uses WD ON for every RealSweat state only when every external FX state uses WD ON. WD OFF, mixed, or unknown setups use the WD OFF-compatible structure.
  • WD ON: forces every RealSweat state to WD ON. Choose it only if your avatar's FX must be all WD ON.
  • WD OFF: keeps the Driver ON / Output OFF split for WD OFF or mixed avatars.

Detect Again checks the avatar's FX again, and the line under the dropdown shows the detected result.

Sweat Quality​

Sweat Quality (Overall Sweat Amount in 1.1.x; the same name in Tuning) picks the sweat's quality tier and load.

ChoiceWhat it draws
StandardEverything. The heaviest tier.
Low Load (Recommended) — the default for new installsLeaves out only the small pore droplets. At conversation distance and at 1.5-3 m it is hard to tell from Standard.
LightweightLeaves out a little more than Low Load. Anime: the residual beads on trails and the thin film lines (the film's sheen stays); the droplets, the long streaks, and the trail sheen are the same as in Low Load. Realistic: the residual beads, the ridge highlight on pale skin, the long running streaks, the reflection probe, and the tiny droplets, so its droplets sit a little differently. Lightweight costs about the same GPU time as Low Load.
  • The amount of skin sweat is the same for all three. The material sweat amount is 0.30 at 30% on the Sweat % radial and 1.00 at 100%. In 1.1.x Lightweight and Low Load (then called "Low amount") used 0.20 and 0.65 there, so avatars that used them now look sweatier.
  • Falling drops are still the most at Standard and fewer at Low Load and Lightweight. The 2D body steam is the same in all three; the 3D particle body steam keeps v1.1.3's amount, 0.65× Standard's at Low Load and Lightweight.

Sweat Style​

  • Anime has droplets with crisp outlines and highlights that read well from afar. Realistic (default) draws clear droplets without outlines. The skin seen through a droplet bends a little, like a lens. There are many small droplets, drawn with small reflections of the light and the surroundings instead of white highlights; the bigger droplets get a small white highlight. Clusters of tiny droplets sit between them, and from afar it reads as a wet gloss rather than dots. Only the big droplets run, and their trails are clear, glossy streaks without a grey line.
  • A Realistic droplet has no dark rim, ring, or contact shadow around it, so the droplets do not read as bumps on the skin. There are slightly fewer of the tiniest droplets, and droplets seen from the front stay clear.
  • The style is one per avatar: the body and the other meshes (their Droplet Depth pairs included) all use the same style. After installing, you can change it in Tuning (Basic Settings > Sweat Style); the material inspector only shows the current style.
  • The style is picked only when the Base Module is installed. With only the Effects Module, the Setup window and Tuning have no Sweat Style, and the falling drops, floor stains, and splash use the Realistic look. An avatar already installed with 2.0.0 keeps the look it has.
  • New installs and avatars updated from 1.1.x start with Realistic: a 1.x avatar has no stored style, so it takes the new default. Avatars already installed with 2.0.0 keep the style they chose. To use Anime, pick its picture and press [Install / Update].
  • The quality tiers apply to both styles. Realistic's Lightweight also leaves out the tiny droplets.
  • Cost: Realistic has slightly fewer shader instructions than Anime (3457 against 3523 at Standard). Its GPU time is about the same, up to about 14% more when the whole torso fills the screen up close. With Droplet Depth it costs about 1.07× Anime's Droplet Depth at Standard and about 0.95× at Low Load. An avatar uses only the shader of its own style, so other players' first load is about the same whichever style you pick.
  • Good to know: with Realistic, in folds such as above the navel a small droplet can look split in two, and droplets do not really merge.

Droplet Depth choices​

When Droplet Depth is on, droplets and running droplets really rise from the skin up close and look round from the side, in both styles. Trails, small pore droplets, and the residual beads on trails stay flat.

3D Detail PrecisionTess factorDroplets rise within aboutDraws the same as without Droplet Depth from about
Simplified — General Play (default)2.50.35 m0.7 m
Balanced — Close-up Viewing40.6 m1.5 m
Precise — Photo Capture70.9 m2.2 m

Installing Droplet Depth does not make both variants render together on one target. The menu switches every Droplet Depth sweat slot between Tess and No Tess. Turning Droplet Depth (Tessellation / High Load) off uses the No Tess shader, so hull/domain tessellation work is not performed. Droplets do not rise in mirrors while High-Quality Sweat in Mirrors is off, or under Remote Low Load.

For multiple configured targets, every target renders only its selected Tess or No Tess variant, but separate Body Elements and Renderers still add separate sweat draws.

Experimental target safety​

RealSweatSystem Tuning shows the generated material/slot status of installed additional targets.

  • Use Manage Targets... to open Setup with the current target list loaded.
  • Use Open Setup to Repair... when a target is marked Repair Required.
  • To remove a target, remove it with - in the list and press [Install / Update].
  • Do not disable a target by deleting, clearing, moving, replacing, or merging its generated material or Renderer slot. Damage is not silently skipped; it blocks the avatar build until the target is repaired or removed.

Tuning option reference​

The Tuning component is grouped into Basic Settings, Effect Toggles, Auto Mode Settings, Surface Sweat Settings, Effect Details, and Performance and Advanced Settings, followed by Mesh and Rest Data Diagnostics and the Apply to FX button. Groups for a module that is not installed are hidden.

Basic Settings​

ControlModuleDefaultRangeMeaning
Sweat QualityAllLow Load (Recommended)—Same three tiers as Setup.
Sweat StyleBaseRealistic (default)—Changes the look of every sweat material of the avatar at once.
Sensitivity PresetAllBalanced—Balanced follows movement strength. Sensitive reaches full response sooner and reacts more to small motion. Selecting a preset loads its response threshold, saturation point, rise/decay reference, and smoothing values.
Build Speed MultiplierAll1.00.25–4Multiplies the preset's overall automatic build speed.
Retention Time MultiplierAll1.00.5–2Multiplies dry-off duration. Higher values keep sweat visible longer.
Surface Droplet Appearance > Droplet SizeBase1.60.5–2.0Size of droplets attached to the body. The base size follows the avatar's body size automatically; use this to change it further.

The Pattern Density control is hidden in 2.0.0.

Effect Toggles​

This group appears only with the Effects Module.

ControlDefaultMeaning
Falling DropsOnEnables falling body droplets.
Enable Floor StainsOnEnables floor stains from falling drops. Falling Drops must be active to create them.
BreathOnEnables the breath emitter.
Body SteamOnEnables body steam.

Auto Mode Settings​

Automatic Accumulation Response controls how sensed movement becomes visible sweat over time.

ControlDefaultRangeMeaning
Horizontal Motion Sensitivity1.00.95–1.10Left/right and forward/back response.
Vertical Motion Sensitivity1.20.90–1.30Up/down response; 1.2 is recommended for small-travel bouncing and squats.
Preview DirectionMixed—Mixed / Horizontal / Vertical. Changes only the preview. All directions remain active in game.
Movement ResponseFolded—Shows the current threshold, saturation, smoothing, and directional response. It is a preview only.
Accumulation ProfileUniform—Shapes build speed across the current Sweat % without adding a synced parameter or runtime layer.
Detailed ValuesFolded0.1–2Edits the five multipliers at 0/25/50/75/100%.
Accumulation GraphsFolded—Shows the profile and an estimated timeline to 95% under steady movement. Actual PhysBone input depends on the avatar and animation.

Accumulation profiles:

  • Uniform: the same multiplier at every Sweat %; new installations start here.
  • Natural (Recommended): slightly faster early build and gradually slower high-Sweat build.
  • Fast Start: strongly emphasizes the beginning.
  • Late Acceleration: starts slowly and becomes faster later.
  • Custom: enables direct editing of the five points.

The supplied profiles keep the estimated time to 95% nearly equal; the final 5% can differ. Sensitivity, build-speed multiplier, directional sensitivity, and the accumulation profile all affect Auto Mode together.

Surface Sweat Settings​

This group appears only with the Base Module.

ControlDefaultMeaning
Follow Body Shadow StrengthOnCopies _ShadowStrength from the material assigned to the selected Body Element into RealSweatSystem's Cast Shadow Strength whenever you press [Install / Update] or Apply to FX. Supports lilToon and Poiyomi.
Droplet Depth > On from the StartOffWhether Droplet Depth is already on when the avatar loads. The in-game menu can still turn it on and off. Turning it on shows a one-time warning about continuous GPU load. Shown only when Droplet Depth is installed.
Droplet Depth > 3D Detail PrecisionSimplified — General PlaySets how close up the droplets rise (see Droplet Depth choices).
Surface Masks and Per-Mesh Settings > Body Surface Spawn MaskNo textureSee Surface masks.
Surface Masks and Per-Mesh Settings > Body Surface Display MaskNo textureSee Surface masks.

Effect Details​

This group appears only with the Effects Module. 3D Particle Quality (Installed by Setup) and Impact Splash (Installed by Setup) are shown read-only; to change 2D or 3D particle quality, press [Install / Update] in the Setup window. Each category has a Restore Category Defaults button.

CategoryControls (default, range)
Falling DropsBloom Sparkle (on): a restrained highlight that spreads only in worlds with bloom. Drop Rate Multiplier (1.0, 0.5–1.5), Fall Speed Multiplier (1.0, 0.5–1.5), Drop Lifetime Multiplier (1.0, 0.75–2), Drop Size Multiplier (1.0, 0.75–1.5), Drop Length Multiplier (1.0, 0.75–1.5). Strong Movement Fling (on) with Fling Motion Threshold (0.55, 0.25–0.99), Fling Chance (0.55, 0–1), Fling Cooldown (3.5 s, 1.5–8), Fling Drop Minimum (2, 1–5), Fling Drop Maximum (5, 2–8).
Floor StainsStain Lifetime Multiplier (1.0, 0.5–3), Stain Size Multiplier (1.0, 0.7–1.5), Stain Opacity Multiplier (1.0, 0.5–1.5), Edge Drying Contrast (0.75, 0–1), Pooling Chance (0, 0–0.6).
BreathShow My Breath in First Person (off). Breath Threshold (0.25, 0.02–0.99; the Sweat % where breath starts). Breath Mouth Gate (Auto). Mouth Parameter (v2/JawOpen) and Mouth Open Threshold (0.2, 0.05–0.95) for Custom Parameter and Auto. Breath Amount Multiplier (1.0, 0.5–1.5), Breath Speed Multiplier (1.0, 0.6–1.5), Breath Lifetime Multiplier (1.0, 0.7–1.5), Breath Size Multiplier (1.0, 0.75–1.5), Breath Spread Multiplier (1.0, 0.5–1.5), Breath Opacity Multiplier (1.0, 0.5–1.5), Breath Cycle Speed (1.0, 0.75–1.25).
Body SteamSteam Locations: Chest Hollow, Shoulders, Armpits, Thighs (on), Crotch, Feet (off). Body Steam in Mirrors (Full / Low (2D Reduced Opacity) / Hidden; Low on new installs). Additional Features — Custom Steam Points. Steam Threshold (0.3, 0.05–0.85; the sweat level where body steam starts fading in), Steam Density Multiplier (1.0, 0.5–1.5), Steam Rise Speed Multiplier (1.0, 0.6–1.5), Steam Lifetime Multiplier (1.0, 0.7–1.5), Steam Size Multiplier (1.0, 0.75–1.5), Steam Spread Multiplier (1.0, 0.5–1.5), Steam Opacity Multiplier (1.0, 0.5–1.5).

Breath Mouth Gate options:

  • Always: breath is not gated by mouth movement.
  • Viseme (lipsync): uses VRChat viseme lip sync.
  • Custom Parameter (VRCFT): uses the selected float parameter and mouth-open threshold.
  • Auto (active VRCFT, Viseme fallback): starts on Viseme and prefers VRCFT after detecting a real JawOpen open/close change. Once JawOpen has gone down to a closed value (below 0.015) and 8 seconds pass without it rising above 0.03, it returns to Viseme.

Show My Breath in First Person adds MA Visible Head Accessory to the generated Exhale object. It requires a Humanoid avatar with a valid Head bone and a Modular Avatar version that includes MA Visible Head Accessory.

Custom Steam Points: up to four custom emitter slots can be active, a mirrored pair uses two, and twelve combined built-in/custom emitters is the hard limit. A combined rate weight over 4.0 is normalized proportionally.

Performance and Advanced Settings​

These values update generated FX assets when you press Apply to FX. Reset Advanced FX Values resets all advanced groups.

Automatic Response (with Restore Category Defaults):

ControlDefaultRangeMeaning
Response ThresholdBalanced 0.04; Sensitive 0.0150–0.6Motion level where automatic build starts.
Saturation PointBalanced 0.35; Sensitive 0.180.05–1Motion level where the rise rate reaches full response.
SmoothingBalanced 0.12; Sensitive 0.160.01–0.5Higher values respond faster; lower values feel heavier.
Sweat Accumulation Resistance (%)100%0–100%Builds to 20% of the selected resistance by 40% sweat, then applies the main curve toward 95%. Strong motion keeps full efficiency; 0% restores the legacy response.
Movement Resume Delay1 s0.5–2Seconds after WASD or jumping stops before pendulum sweat can rise again.
Drop Recovery Time3 s1–8How quickly falling-drop activity settles after movement stops.
Exertion Recovery Time9 s5–15Recovery of the intermediate exertion stage used by body heat, not breath visibility.
Body Heat Recovery Time30 s15–60Recovery of the body-steam cadence modifier.
Pendulum BoneHips—Hips / Chest / Head / Left Hand / Right Hand. Hands and head swing much more than hips; Balanced is recommended, and Sensitive may overreact.

Performance Limits (Effects Module, with Restore Category Defaults):

ControlDefaultRangeMeaning
Drop Particle Limit (Per System)128–128Particle limit of each falling-drop system. Normal drops use this limit; the strong-movement drops use two thirds of it (8 at the default).
Stain Particle Limit (Per System)8020–160Maximum particles per floor-stain system.
Steam Particle Limit (Per Emitter)244–64The generated steam uses only as many as it needs and never more. 3D particles emit 1.5 times as many puffs, so their limit is 1.5 times this value.
Breath Particle Limit (Per Emitter)4812–96With 3D particles the breath uses only as many as it needs; 2D breath uses this value.

The drop limit default changed from 64 to 12 in v2.0.0 because the drops fall faster, so at most 8 drops of a system are in the air at once.

Sweat material inspector​

These are material controls, not fields on the Tuning component. Open the generated RealSweat material Inspector. It shows only what the new look reads: Quick Setup, Distribution, Flow, Lighting, and Advanced. The 1.1.x values are hidden but kept in the material.

ControlLocationPurpose
Rest DataTop of the inspectorTells you when the material has no valid Rest data.
Reset LookSweat Look rowResets only the look values and keeps the amount, quality, pattern number, masks, stencil, Rest data, and the Setup choices. The presets of 1.1.x were replaced by this one button.
Sweat Amount (Preview)Quick SetupThe in-game menu drives this; the value here is what the editor shows.
Droplet SizeQuick SetupScales the droplet radius. 1.6 is the standard look.
Glint Size / Glint StrengthQuick SetupThe light's glint on the droplets. Both are 1.5 by default; 1 gives a calmer look.
Sweat FlowQuick SetupHow many droplets run down steep skin, and how far. The default 1 is the standard look of each style; 0 keeps the droplets in place, 2 lets most of them run.
Wet Skin FilmQuick SetupThe thin wet film and its gloss between the droplets. 0 turns it off (Setup's Wet Skin Gloss off).
Spawn Mask (White = Spawn)DistributionThe same mask as Tuning's Body Surface Spawn Mask.
Pattern Seed / New PatternDistributionThe avatar's pattern number. New Pattern changes it.
Surface Sweat MaskAdvancedThe same mask as Tuning's Body Surface Display Mask.
High-Quality Sweat in Mirrors (High Load)Advanced > MirrorsThe same switch as the Setup window option.

Surface masks​

Both masks are in Tuning under Surface Sweat Settings > Surface Masks and Per-Mesh Settings, and in the sweat material inspector. Both use the mesh's UV0. Assigning a texture sets Mask Strength to 1; removing it sets it to 0.

  • Body Surface Spawn Mask: white areas allow surface sweat and black areas block it. It limits where attached droplets, wet film, and Tess displacement are generated, and it does not change Falling Drops particles. Mask Advanced has Threshold, Softness, Invert Mask, Tiling, and Offset. In the material inspector it is Distribution > Spawn Mask (White = Spawn), which reads the red channel, with Mask Strength, Mask Threshold, Mask Edge Softness, and Invert Mask.
  • Body Surface Display Mask: white areas show surface sweat and black areas hide it completely. It hides the final surface result, including droplets, trails, film, sheen, refraction, darkening, and Tess displacement, but not Falling Drops particles. Mask Advanced has Mask Channel (R/G/B/A), Invert Mask, Tiling, and Offset. In the material inspector it is Advanced > Surface Sweat Mask. For accurate grayscale values, import the texture with sRGB (Color Texture) Off. Its default strength is 0, so updating does not change the existing appearance until you configure it.

Removed in v2.0.0​

Milk mode, the body normal map's wet effect, the optical LUT, the flow guide map, and the Rest pattern rotation are not part of the 2.0.0 look. The manual Rest axis modes of Pattern Space (Rest Front XY/Side ZY/Top XZ) are gone too; materials that used them change to Rest Normal Triplanar. The Body Normal Map value stays in the material but has no effect, and flow direction follows live world gravity. The per-mesh pattern density and the Tuning's Pattern Density are hidden too.

When Light Limit Changer (LLC) changes the avatar's brightness, the skin sweat follows with the same ratio. See Compatibility.

Remote Low Load and mirrors​

Remote Low Load is an avatar-menu control, not a Tuning Inspector field. Other users' screens draw No Tess without the small pore droplets, and at Low Load and Lightweight also without the residual beads and Anime's thin film lines, with less work where two surface directions meet (about 4-8% less GPU time for them at Low Load, 23-29% at Standard). Remote Body/Custom Steam keeps its puffs at 0.6× density (3D body steam: 25% of the puffs). With 3D Particle Quality, it halves remote Falling Drop emission and disables remote strong-motion fling. Local quality is preserved.

Mirror options:

  • High-Quality Sweat in Mirrors is off by default. While it is off, mirrors leave out the small pore droplets and Droplet Depth does not rise there. When it is on, mirrors draw the same as the normal view.
  • Body Steam in Mirrors offers Full, Low (2D Reduced Opacity), and Hidden. 2D Low draws the steam in mirrors at 0.8× the density of Full without reducing particle count. 3D Low currently uses the same appearance and cost as Full. Hidden has the lowest mirror cost.
Combined GPU load

Standard quality, close-up screen coverage, mirrors, and Droplet Depth can compound GPU load. Change one major setting at a time and test the uploaded avatar.