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Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 1:15 pm
by grinsegold
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"):

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 1:21 pm
by grinsegold
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...

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 1:28 pm
by o4saken
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.

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 1:44 pm
by grinsegold
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 ;)

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 1:46 pm
by o4saken
grinsegold wrote: Maybe changing from MS to Linux helps ;)

Therein lies the problem i am guessing.

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 1:49 pm
by grinsegold
here are the two other missing thumbnails

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 3:09 pm
by Aranuvir
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.

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 3:43 pm
by grinsegold
oh yeah, i guess this one is pretty useful. THX!

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 4:02 pm
by grinsegold
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

Re: Normal and Occlusion Maps

PostPosted: Fri Mar 17, 2017 4:12 pm
by joepal
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.