Nate's hair

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Nate's hair

Postby blindsaypatten » Sun Apr 23, 2017 5:32 pm

In one of the other threads there was a post with Nate's leather jacket and his hair as zip files, but neither had the mhmat file and other files set up as needed. A couple people posted that they had the two assets working, would anyone be willing to post them again with whatever changes they made to make them work. Please? :(

I followed the instructions and I think I've got the jacket mostly working, but I'm not sure about the specularity map. It seems to me that it should be shiny between the cracks and the cracks should be less shiny so I think I may have something wrong. I didn't get anywhere with the hair.
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Re: Nate's hair

Postby punkduck » Mon Apr 24, 2017 8:24 pm

Nate's hair:

the main problem is the transparency, it only will work dithered in MH and with backface culling off. The Hair nevertheless has some small holes where you will see the skin below.

Here is my mhmat file include the "bump" map, which is actually a normal map ...


Code: Select all
# Material definition for nate_hair

name nate_hair
description Nate.002 material
ambientColor 0.505882352941 0.505882352941 0.505882352941
diffuseColor 1.0 1.0 1.0
specularColor 0.243137254902 0.243137254902 0.243137254902
shininess 0.1961
emissiveColor 0.0 0.0 0.0
opacity 1.0
translucency 0.0

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

castShadows True

receiveShadows True

diffuseTexture Nate_hair_diff.png
normalmapTexture Nate_hair_bump.png
normalmapIntensity 1.0

shader shaders/glsl/litsphere

shaderParam litsphereTexture litspheres/lit_hair.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


The jacket: I mixed up AO map and specular map. Here is a explanation of our file formats and different parameters for the mhmat file

http://www.makehumancommunity.org/wiki/Documentation:File_formats_and_extensions

Here is the file. The _s.tga file must be converted to the _spec.png (the one I named accidentally _ao.png last time).

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
specularmapTexture natejacket_spec.png
specularmapIntensity 1.0

shaderParam litsphereTexture litspheres/lit_leather.png

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


The specular map is not visible in MH. But in Blender it should like in the following picture.

specular.png


If you don't use the specular map, the texture is missing in the setup and the input of the glossy shader normally defaults to white (the diffuseColor). You can connect diffuse-texture to the color of the glossy shader which nearly creates the same picture btw.
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Re: Nate's hair

Postby blindsaypatten » Thu Apr 27, 2017 4:06 pm

Thanks punkduck!
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