Normal and Occlusion Maps

Works in progress and technical screen shots.

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Re: Normal and Occlusion Maps

Postby punkduck » Sun Apr 16, 2017 7:54 pm

blindsaypatten wrote:I downloaded the zip files for the nate hair and nate jacket on page 8 of this thread. What I got was this:
NateIssues.png


I noticed there were three .tga files in the jacket zip that weren't listed in the mhmat file. I converted the ..._d.tga to a .png file and added a diffuseTexture line to the .mhmat file but it didn't change anything.

Has anyone got those assets working correctly in MakeHuman?

Thanks,
Lindsay


It works. Best way: use Utilities/Material Editor (you have to activate this plugin) and then work with the plugin. Here select natejacket, then select your diffuse map. Set shader to none and check the diffuse box (Shader config). Change diffuse color to 1/1/1 and ambient color. Uncheck backface-culling (also for the hair).

I also created the normal-map (_n.tga) and named the files natejacket.png and natejacket_normals.png.

If you do it, you can use this as your .mhmat file:

Code: Select all
# Material definition for natejacket

name natejacket
description Natejacket material
ambientColor 0.490196078431 0.490196078431 0.490196078431
diffuseColor 1.0 1.0 1.0
specularColor 0.5 0.5 0.5
shininess 0.1961
emissiveColor 0.0 0.0 0.0
opacity 1.0
translucency 0.0

shadeless False
wireframe False
transparent False
alphaToCoverage True
backfaceCull False
depthless False

castShadows True

receiveShadows True

diffuseTexture natejacket.png
normalmapTexture natejacket_normals.png
normalmapIntensity 1.0

shader shaders/glsl/litsphere

shaderParam litsphereTexture litspheres/lit_leather.png

shaderConfig ambientOcclusion True
shaderConfig normal True
shaderConfig bump False
shaderConfig displacement False
shaderConfig vertexColors False
shaderConfig spec False
shaderConfig transparency True
shaderConfig diffuse True



To see what the diffuse standalone looks like, switch from litsphere shader to none.

If you also want the specular map (*_s.tga) you can load this as an ambient occlusion map. When you check the Shader AO box it becomes very dark on the screen. In Blender this map is used to decide about the glossiness.
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Re: Normal and Occlusion Maps

Postby jcpalmer » Mon Apr 17, 2017 3:26 pm

I have also gotten Nate Hair to work. I cannot remember whether I just edited the .mhmat file or assigned the material / textures in Blender. I should also note the vertices count is very high. I then used a limited dissolve of 10 degrees delimited by UVs.
limited_disolve.jpg
limited_disolve.jpg (16.14 KiB) Viewed 6941 times

Virtually no degration, but exports from Blender in a much more compact form as show below. A little dark here, but I am only using light.
angry.jpg
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Re: Normal and Occlusion Maps

Postby o4saken » Wed Apr 19, 2017 6:18 am

render.png


Just a very simple beach/summer hat
Attachments
summerhat (2).zip
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Re: Normal and Occlusion Maps

Postby o4saken » Wed Apr 19, 2017 1:37 pm

Further playing with the summer hat, i just took the mesh and converted it to bezier curves, as simple (low polly) as i could, then converted it back to a mesh.
Was more of an experiment, but the result is actually quite pleasing
render.png
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summerhat2.zip
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Re: Normal and Occlusion Maps

Postby Marco_105 » Tue May 02, 2017 2:02 pm

Hello guys,
I try this assets — so nice — and would have transparency and bump in MH !
There is no new feature for it ?
We have to make a transparent file with the main .png one or sth other could be possible ?
I try that and also get a NRM map with Crazy bump on the bump file but doesn't work in MH, don't remeber if there is a tricks for it ?
So long, ;)
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Re: Normal and Occlusion Maps

Postby joepal » Tue May 02, 2017 2:15 pm

MH supports alpha channel on the diffuse texture. There are the keys "transparencymapTexture" and "bumpmapTexture" defined for MHMAT files, but I'm not sure if they do anything inside MH as such.
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MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: Normal and Occlusion Maps

Postby Marco_105 » Tue May 02, 2017 6:28 pm

No i think the config shader is not yet define for transp. and bump, hope will be soon !

I try 'Test Clothes' with latin dance asset in BL, I got that :
issuelatindance.PNG
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Re: Normal and Occlusion Maps

Postby o4saken » Thu May 04, 2017 6:35 am

Right so i was playing with textures in blender and came across this method of adding glitter to an object, then in my excitement i quickly threw together a dress to try the texture on - anyways so there is no diffuse image and rather it is all made using cycles nodes:
Capture.PNG

render.png
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dress.zip
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Re: Normal and Occlusion Maps

Postby wolgade » Thu May 04, 2017 10:15 am

o4saken wrote:i quickly threw together a dress

It looks damn good for being thrown together quickly. BTW: You could replace RGB curves with a color ramp. It might be a little easier to adjust.
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Re: Normal and Occlusion Maps

Postby o4saken » Fri May 05, 2017 6:24 am

wolgade wrote:It looks damn good for being thrown together quickly. BTW: You could replace RGB curves with a color ramp. It might be a little easier to adjust.


Thanks, i will definately give the color ramp a go. As for the dress it was just from my previous skirt, then just did a rush job on adding the top section, but thanks again.

Oh and it does have a UV map - although not the best. this is it using the texture from the Sleeveless shirt i did.
render.png
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