Normal and Occlusion Maps

Works in progress and technical screen shots.

Moderator: joepal

Re: Normal and Occlusion Maps

Postby grinsegold » Fri Mar 17, 2017 1:15 pm

I downloaded your "floral". I changed the tags in the mhclo file from your name to "Female" and "Shirt", and in the mhmat file i filled in the textures:

...
// Textures and properties
diffuseTexture DIFFUSE.png
bumpTexture normal.png
specularTexture spec.png

...and i enabled them further down the script:

...
// Configure built-in shader defines
shaderConfig diffuse true
shaderConfig bump true
shaderConfig normal true

I also added a thumbnail (change the filetype manually from ".png" to ".thumb"):
Attachments
floral.png
floral.png (27.8 KiB) Viewed 3003 times
grinsegold
 
Posts: 311
Joined: Mon Jun 15, 2015 1:34 pm

Re: Normal and Occlusion Maps

Postby grinsegold » Fri Mar 17, 2017 1:21 pm

I wasn't able to implement your ao-map, since i still haven't found a documentation on the right naming and calling of textures in MH. But i'm almost sure that there is no genuine ao-slot. Maybe one has to overlay the ao-map in gimp onto the diff...
grinsegold
 
Posts: 311
Joined: Mon Jun 15, 2015 1:34 pm

Re: Normal and Occlusion Maps

Postby o4saken » Fri Mar 17, 2017 1:28 pm

grinsegold wrote:
...and i enabled them further down the script:


How do you edit these files manually? i know it is a text file basically, but i had tried once to edit it and re save the file using a text editor but then after the file just didnt work.
o4saken
 
Posts: 309
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby grinsegold » Fri Mar 17, 2017 1:44 pm

o4saken wrote:How do you edit these files manually? i know it is a text file basically, but i had tried once to edit it and re save the file using a text editor but then after the file just didnt work.


Try it again. If someone like me is able to manage that, than you can surely as well. Maybe changing from MS to Linux helps ;)
grinsegold
 
Posts: 311
Joined: Mon Jun 15, 2015 1:34 pm

Re: Normal and Occlusion Maps

Postby o4saken » Fri Mar 17, 2017 1:46 pm

grinsegold wrote: Maybe changing from MS to Linux helps ;)

Therein lies the problem i am guessing.
o4saken
 
Posts: 309
Joined: Thu Oct 01, 2015 12:15 pm

Re: Normal and Occlusion Maps

Postby grinsegold » Fri Mar 17, 2017 1:49 pm

here are the two other missing thumbnails
Attachments
skirt.png
skirt.png (17.44 KiB) Viewed 2999 times
laceshirt.png
laceshirt.png (20.69 KiB) Viewed 2999 times
grinsegold
 
Posts: 311
Joined: Mon Jun 15, 2015 1:34 pm

Re: Normal and Occlusion Maps

Postby Aranuvir » Fri Mar 17, 2017 3:09 pm

Here is a list of all possible keywords and values from material.py , hopping this is helpful:
Code: Select all
"name": string
"tag": string
"description": string
"ambientColor": 3 x float
"diffuseColor": 3 x float
"specularColor": 3 x float
"shininess": 1 x float
"emissiveColor": 3 x float
"opacity": 1 x float
"translucency": 1 x float
"shadeless": bool
"wireframe": bool
"transparent": bool
"alphaToCoverage": bool
"backfaceCull": bool
"depthless": bool
"castShadows": bool
"receiveShadows": bool
"autoBlendSkin": bool
"diffuseTexture": filename
"bumpmapTexture": filename
"bumpmapIntensity": 1 x float
"normalmapTexture": filename
"normalmapIntensity": 1 x float
"displacementmapTexture": filename
"displacementmapIntensity": 1 x float
"specularmapTexture": filename
"specularmapIntensity": 1 x float
"transparencymapTexture": filename
"transparencymapIntensity": 1 x float
"aomapTexture": filename
"aomapIntensity": 1 x float

"sssEnabled": bool
"sssRScale": 1 x float
"sssGScale": 1 x float
"sssBScale": 1 x float


"shader": filename
"uvMap": filename               
"shaderParam": ['diffuse', 'ambient', 'specular', 'emissive', 'diffuseTexture', 'bumpmapTexture', 'bumpmapIntensity', 'normalmapTexture',
                'normalmapIntensity', 'displacementmapTexture', 'displacementmapTexture', 'specularmapTexture', 'specularmapIntensity',
                'transparencymapTexture', 'transparencymapIntensity', 'aomapTexture', 'aomapIntensity']
"shaderDefine": ['BUMPMAP', 'NORMALMAP', 'DISPLACEMENT', 'SPECULARMAP', 'TRANSPARENCYMAP']
"shaderConfig"  "diffuse": bool
                "bump": bool
                "normal": bool
                "displacement": bool
                "spec": bool
                "vertexColors": bool
                "transparency": bool
                "ambientOcclusion": bool

Floats are between 0.0 and 1.0

I don't know much about the shader thing and how to use the parameters. Perhaps someone of the devs can help out.
Aranuvir
 
Posts: 1124
Joined: Sun Oct 12, 2014 2:12 pm

Re: Normal and Occlusion Maps

Postby grinsegold » Fri Mar 17, 2017 3:43 pm

oh yeah, i guess this one is pretty useful. THX!
grinsegold
 
Posts: 311
Joined: Mon Jun 15, 2015 1:34 pm

Re: Normal and Occlusion Maps

Postby grinsegold » Fri Mar 17, 2017 4:02 pm

Aranuvir wrote:Here is a list of all possible keywords and values from material.py , hopping this is helpful:


I added this to the documentation:

http://www.makehumancommunity.org/wiki/ ... rial_files
grinsegold
 
Posts: 311
Joined: Mon Jun 15, 2015 1:34 pm

Re: Normal and Occlusion Maps

Postby joepal » Fri Mar 17, 2017 4:12 pm

Also, the asset editor plugin will help you significantly if you want to adjust asset files. Then you don't need to modify them by hand.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
joepal
 
Posts: 3696
Joined: Wed Jun 04, 2008 11:20 am

PreviousNext

Return to WIP (Work In Progress)

Who is online

Users browsing this forum: No registered users and 1 guest

cron