Tutorial - FIXING Bright White Assets in MakeHuman

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Tutorial - FIXING Bright White Assets in MakeHuman

Postby japreja » Thu Feb 09, 2023 9:51 am

I am going to show you how to fix assets that seem to be broken, regarding color, in MakeHuman that usualy appear as bright white. Here is how the asset "bell_collar" appears on my install:

bell_collar_orig.png
bell_collar_orig.png (110.15 KiB) Viewed 14838 times


You can see that this does not look right. The content creator did not modify the .mhmat file to display properly. It is easy to fix, go to the assets directory using your favorite file browser:

makehuman\v1py3\data\clothes\bell_collar

we need to make a few simple changes to the $ASSET_NAME$.mhmat file. It is a fairly simple text file in UTF-8 Encoding. Using any text editor open the asset .mhmat file, for the bell_collar it is "bellcollar.mhmat". Notepad++ is an excelent editor alot of programmers use and is fairly popular. https://notepad-plus-plus.org/

The file will look similar to this, again I am using bell_collar.mhmat as an example and your asset may look slightly different:

as downloaded from https://makehumancommunity.org/node/2958
Code: Select all
# MakeHuman Material definition

name bellcollarMaterial

// Color shading attributes
diffuseColor  0.64 0.64 0.64
specularColor  0.5 0.5 0.5
shininess 0
opacity 1

// Textures and properties
diffuseTexture bellcollar.png

// Shader programme
shader data/shaders/glsl/phong

// Configure built-in shader defines
shaderConfig diffuse false
shaderConfig bump false
shaderConfig normal  false
shaderConfig displacement  false
shaderConfig spec  false
shaderConfig vertexColors false


We need to change the specularColor to a lower value, try 0.1 0.1 0.1 so the texture is not so bright, then change the "shaderConfig" value to "difuse true". and save the file. With bell_collar.mhmat your results should look like the following:

Code: Select all
# MakeHuman Material definition

name bellcollarMaterial

// Color shading attributes
diffuseColor  0.64 0.64 0.64
specularColor  0.1 0.1 0.1
shininess 0
opacity 1

// Textures and properties
diffuseTexture bellcollar.png

// Shader programme
shader data/shaders/glsl/phong

// Configure built-in shader defines
shaderConfig diffuse true
shaderConfig bump false
shaderConfig normal  false
shaderConfig displacement  false
shaderConfig spec  false
shaderConfig vertexColors false


Now we need to reload the asset in the Geometries/Cloths tab in MakeHuman, remove the asset from the model, then just put it back on. You should now see the following, almost exactly like the thumbnail:

bell_collar_fixed.png
bell_collar_fixed.png (112.4 KiB) Viewed 14838 times


Congradulations, the fix was quite simple. Try experimenting with some other values to see how they alter the rendered images on screen.

See http://www.makehumancommunity.org/wiki/ ... ial_format for a rundown of all available options.
japreja
 
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Re: Tutorial - FIXING Bright White Assets in MakeHuman

Postby RobBaer » Sat Mar 25, 2023 6:41 am

nice contribution
User avatar
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Re: Tutorial - FIXING Bright White Assets in MakeHuman

Postby Gontan4 » Thu Jun 22, 2023 8:42 am

I am success. Thankavatar game
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Re: Tutorial - FIXING Bright White Assets in MakeHuman

Postby namdosan1409 » Thu Jan 04, 2024 4:30 am

You can now click export, and the toon will be exported to Unity. retro bowl college
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Re: Tutorial - FIXING Bright White Assets in MakeHuman

Postby linstancece » Wed Jan 10, 2024 8:25 am

Very impressive. I'm also startingsurvivor io to learn about Unity. Hope to be as proficient as you soon
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