Recruiting for Makehumans Future!

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Re: Recruiting for Makehumans Future!

Postby RAS_MH » Wed Apr 16, 2025 11:52 am

Fixed.

Good work! Checked it out, it's all starting up now. Thanks for the quick fix.
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Re: Recruiting for Makehumans Future!

Postby WojackOWL » Fri May 02, 2025 10:00 pm

This work is incredible! I just made a Github Issue asking what was going to be different between this and the current MakeHuman version. I am so excited of what's going on. Is there going to be custom shader and tone mapping support?
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Re: Recruiting for Makehumans Future!

Postby punkduck » Sat May 03, 2025 7:07 pm

WojackOWL wrote:This work is incredible! I just made a Github Issue asking what was going to be different between this and the current MakeHuman version. I am so excited of what's going on. Is there going to be custom shader and tone mapping support?


That's not an issue ... that is my lack of information maybe :mrgreen:

Phew, I struggle hard with that openGL stuff. Especially the idea of using an in-between geometry shader for normals was a rather stupid decision, maybe I can do that on the vertex normals (the normals calculated in the point met from the surrounding faces or I must redo that completely). The problem is, now I got all faces flat but with the correct normals on it :roll:

I need to emphasize, that most of our assets are rather "cheap", so no metal-map etc. I added those already for a few of my assets at home to at least test it. For that "wonder-woman character", since normal clothes usually are not made from metal :lol: . The exporters now should already use it, inside makehuman it is not as easy. If one combines assets with phong, matcap (litsphere) and pbr shader (the one from the openGL tutorial), then one has a lot of different light situations. For my Ava character I also added light, but in a game they use an overlay to do bloom effects. And until now I have no self-shading. Metal reflects the skybox, that looks okay, shiny skin creates funny effects ... so I still avoid that. One can use colored lamps to get a different tone, but then all assets change the tone. The big shader engines (like the editor in Unreal Engine) I can't realize, the problem would be, like in Blender, that hundreds of effects will look fine in that program, but cannot exported so it will fit into another system.

At the moment I try animation corrections but these do not yet work correctly, I have still problems with the axes. There are other bugs, some I am aware of. And bugs occur here and there, when versions change or with a different OS or maybe graphics card.
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Re: Recruiting for Makehumans Future!

Postby tomcat » Mon May 05, 2025 10:45 am

punkduck wrote: the problem would be, like in Blender, that hundreds of effects will look fine in that program, but cannot exported so it will fit into another system.

These are issues of the project paradigm — goal setting. It is usually formulated before the work begins. What is the purpose of the new MakeHuman:

  • It is a self-sufficient program
or
  • is intended to create a billet, a dummy that will be finalized in another program (Blender, game engine)?

In the first case, it should be possible to create an environment. This is already actually something from the analogs of Blender (or similar 3D CCP\game engines).

In the second case, it is important to observe the possibility of transferring the result to the target program.
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