Rendering and skin texture

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Rendering and skin texture

Postby TheHX » Sat Jul 12, 2014 9:56 pm

How the render engine of makehuman works, because every time i try to render the program crashes? Or i need a external render engine?

And where i can find a other better skin textures for makehuman, or how i can improve it ?
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Re: Rendering and skin texture

Postby Manuel » Sat Jul 12, 2014 10:11 pm

The texture are png in data/textures. You can modify them using Gimp or similar software.
What version of MH are you using?
Manuel
 

Re: Rendering and skin texture

Postby TheHX » Sat Jul 12, 2014 10:17 pm

Makehuman 1.0.1 stable
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Re: Rendering and skin texture

Postby Manuel » Sat Jul 12, 2014 10:22 pm

Ok. And probably Windows.
Please follow these instructions to help us to understand the problem:
http://www.makehuman.org/doc/faq/how_to ... eport.html

After MH crashes, please zip the files listed in the link above, and attach them here.
Manuel
 

Re: Rendering and skin texture

Postby TheHX » Sat Jul 12, 2014 10:36 pm

Done, and yes it's windows.
Attachments
Makehuman_renderproblem(QuickRender).rar
(6.82 KiB) Downloaded 576 times
TheHX
 
Posts: 6
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Re: Rendering and skin texture

Postby Manuel » Sat Jul 12, 2014 10:37 pm

Thank you..we will look at it in the next days.
Manuel
 

Re: Rendering and skin texture

Postby duststorm » Sun Jul 13, 2014 11:47 pm

Your log says:
Code: Select all
[2014-07-12 19:33:30,194] logging->info():1612 -- MESSAGE -- Rendering at 800x600
[2014-07-12 19:33:30,196] logging->warning():1602 -- WARNING -- Exception during event onClicked
Traceback (most recent call last):
  File "c:\jenkins\workspace\Windows_release\buildscripts\win32\build\makehuman\out00-PYZ.pyz\events3d", line 212, in callEvent
  File "plugins/4_rendering_opengl\__init__.py", line 123, in onClicked
    mh2opengl.Render(settings)
  File "plugins/4_rendering_opengl\mh2opengl.py", line 103, in Render
    img = mh.renderToBuffer(width, height)
  File "c:\jenkins\workspace\Windows_release\buildscripts\win32\build\makehuman\out00-PYZ.pyz\glmodule", line 834, in renderToBuffer
  File "latebind.pyx", line 31, in OpenGL_accelerate.latebind.LateBind.__call__ (c:\Users\mcfletch\OpenGL-dev\OpenGL-ctypes\OpenGL_accelerate\src\latebind.c:965)
  File "c:\jenkins\workspace\Windows_release\buildscripts\win32\build\makehuman\out00-PYZ.pyz\OpenGL.extensions", line 234, in finalise
  File "c:\jenkins\workspace\Windows_release\buildscripts\win32\build\makehuman\out00-PYZ.pyz\OpenGL.platform.baseplatform", line 376, in __nonzero__
  File "c:\jenkins\workspace\Windows_release\buildscripts\win32\build\makehuman\out00-PYZ.pyz\OpenGL.platform.baseplatform", line 390, in load
  File "c:\jenkins\workspace\Windows_release\buildscripts\win32\build\makehuman\out00-PYZ.pyz\OpenGL.platform.win32", line 126, in constructFunction
  File "c:\jenkins\workspace\Windows_release\buildscripts\win32\build\makehuman\out00-PYZ.pyz\OpenGL.platform.baseplatform", line 154, in constructFunction
WindowsError: exception: access violation reading 0x00000058

It's probably a graphics driver issue. The renderer makes use of some OpenGL features that could make lesser OpenGL drivers crash.

I can see you have an intel graphics card:
Code: Select all
PYOPENGL.VERSION: 3.1.0b2
GL.VENDOR: Intel
GL.RENDERER: Intel(R) HD Graphics Family
GL.VERSION: 3.0.0 - Build 8.15.10.2266
GLSL.VERSION: 1.30  - Intel Build 8.15.10.2266
GL.EXTENSION: GL_ARB_multisample enabled (4x samples)
GL.EXTENSION: GL_ARB_texture_non_power_of_two enabled

On windows, MakeHuman and Intel graphics are not the best of friends. The intel OpenGL drivers just aren't that reliable.
If you have another graphics card in that computer, like an NVidia or ATI, try using that. eg. might be you have a laptop with Optimus or similar technology. Make sure MakeHuman runs with the good graphics card, not the intel onboard graphics.

As a side note: on MAC OS or linux platforms, (recent) intel graphics drivers do quite a decent job.
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